[YAROTOWS] Reintegrate the branch. For a brighter future.
[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 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_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 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_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133
134 /* NV */
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
155
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
158 };
159
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
212 */
213
214 struct wined3d_fake_gl_ctx
215 {
216 HDC dc;
217 HWND wnd;
218 HGLRC gl_ctx;
219 HDC restore_dc;
220 HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227 if (!pwglMakeCurrent(NULL, NULL))
228 {
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230 }
231 #if 0
232 if (!pwglDeleteContext(ctx->gl_ctx))
233 {
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236 }
237 #endif
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
240
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 {
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244 }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
252
253 TRACE("getting context...\n");
254
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 if (!ctx->wnd)
262 {
263 ERR_(d3d_caps)("Failed to create a window.\n");
264 goto fail;
265 }
266
267 ctx->dc = GetDC(ctx->wnd);
268 if (!ctx->dc)
269 {
270 ERR_(d3d_caps)("Failed to get a DC.\n");
271 goto fail;
272 }
273
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
277 pfd.nVersion = 1;
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.cColorBits = 32;
281 pfd.iLayerType = PFD_MAIN_PLANE;
282
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 if (!iPixelFormat)
285 {
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 goto fail;
289 }
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 if (!ctx->gl_ctx)
296 {
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 goto fail;
299 }
300
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
303 {
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 }
306
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 {
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310 goto fail;
311 }
312
313 return TRUE;
314
315 fail:
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 ctx->gl_ctx = NULL;
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 ctx->dc = NULL;
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 ctx->wnd = NULL;
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 {
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325 }
326
327 return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333 struct wined3d_adapter *adapter = device->adapter;
334
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
359 *ppobj = This;
360 return S_OK;
361 }
362 *ppobj = NULL;
363 return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
369
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371 return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 ULONG ref;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
379
380 if (!ref)
381 {
382 unsigned int i;
383
384 for (i = 0; i < This->adapter_count; ++i)
385 {
386 wined3d_adapter_cleanup(&This->adapters[i]);
387 }
388 HeapFree(GetProcessHeap(), 0, This);
389 }
390
391 return ref;
392 }
393
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401 GLuint prog;
402 BOOL ret = FALSE;
403 const char *testcode =
404 "!!ARBvp1.0\n"
405 "PARAM C[66] = { program.env[0..65] };\n"
406 "ADDRESS A0;"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
410 "END\n";
411
412 while(glGetError());
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
414 if(!prog) {
415 ERR("Failed to create an ARB offset limit test program\n");
416 }
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
420 if (glGetError())
421 {
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424 ret = TRUE;
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
430
431 return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436 unsigned int i;
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
440 }
441 }
442 return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
452 return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458 if (card_vendor == HW_VENDOR_NVIDIA)
459 {
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
463 {
464 return TRUE;
465 }
466 }
467 return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476 *
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
484 *
485 * This test has been moved into wined3d_guess_gl_vendor()
486 */
487 if (gl_vendor == GL_VENDOR_APPLE)
488 {
489 return TRUE;
490 }
491 return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
500 * if the test fails.
501 *
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
507 GLuint texture, pbo;
508 static const unsigned int pattern[] =
509 {
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514 };
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520 ENTER_GL();
521
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
525
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
529
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
534
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
537
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539 LEAVE_GL();
540
541 wglFinish(); /* just to be sure */
542
543 memset(check, 0, sizeof(check));
544 ENTER_GL();
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
547
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
551
552 LEAVE_GL();
553
554 if (memcmp(check, pattern, sizeof(check)))
555 {
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559 }
560 else
561 {
562 TRACE_(d3d_caps)("PBO test successful.\n");
563 }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
578 return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584 return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595 * hardcoded
596 *
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605 GLenum error;
606 DWORD data[16];
607
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610 ENTER_GL();
611 while(glGetError());
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
614 LEAVE_GL();
615
616 if(error == GL_NO_ERROR)
617 {
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 return TRUE;
620 }
621 else
622 {
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
625 return FALSE;
626 }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640 GLuint prog;
641 BOOL ret = FALSE;
642 GLint pos;
643 const char *testcode =
644 "!!ARBvp1.0\n"
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
648 "END\n";
649
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652 ENTER_GL();
653 while(glGetError());
654
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
656 if(!prog)
657 {
658 ERR("Failed to create the NVvp clip test program\n");
659 LEAVE_GL();
660 return FALSE;
661 }
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666 if(pos != -1)
667 {
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670 ret = TRUE;
671 while(glGetError());
672 }
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679 LEAVE_GL();
680 return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687 char data[4 * 4 * 4];
688 GLuint tex, fbo;
689 GLenum status;
690
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693 memset(data, 0xcc, sizeof(data));
694
695 ENTER_GL();
696
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
703
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
708
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
712
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
716
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
720
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
723
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
728
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
732
733 LEAVE_GL();
734
735 return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
761 *
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765 *
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770 if (gl_info->supported[ARB_POINT_SPRITE])
771 {
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
774 }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779 quirk_arb_constants(gl_info);
780
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788 *
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793 {
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797 }
798
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
813 *
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
833 *
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
836 *
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881 {
882 match_ati_r300_to_500,
883 quirk_ati_dx9,
884 "ATI GLSL constant and normalized texrect quirk"
885 },
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
890 *
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892 {
893 match_apple,
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
896 },
897 {
898 match_geforce5,
899 quirk_no_np2,
900 "Geforce 5 NP2 disable"
901 },
902 {
903 match_apple_intel,
904 quirk_texcoord_w,
905 "Init texcoord .w for Apple Intel GPU driver"
906 },
907 {
908 match_apple_nonr500ati,
909 quirk_texcoord_w,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
911 },
912 {
913 match_fglrx,
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
916 },
917 {
918 match_dx10_capable,
919 quirk_clip_varying,
920 "Reserved varying for gl_ClipPos"
921 },
922 {
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
925 * reject it.
926 *
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
932 */
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
936 },
937 {
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 * (rdar://5682521).
940 */
941 match_apple_nvts,
942 quirk_apple_nvts,
943 "Apple NV_texture_shader disable"
944 },
945 {
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
949 },
950 {
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
954 },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
960 *
961 * The driver version has the form "x.y.z.w".
962 *
963 * "x" is the Windows version the driver is meant for:
964 * 4 -> 95/98/NT4
965 * 5 -> 2000
966 * 6 -> 2000/XP
967 * 7 -> Vista
968 * 8 -> Win 7
969 *
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
972 * 11 -> d3d6
973 * 12 -> d3d7
974 * 13 -> d3d8
975 * 14 -> d3d9
976 * 15 -> d3d10
977 * 16 -> d3d10.1
978 * 17 -> d3d11
979 *
980 * "z" is the subversion number.
981 *
982 * "w" is the vendor specific driver build number.
983 */
984
985 struct driver_version_information
986 {
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998 /* ATI
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1002 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1009
1010 /* Intel
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1020
1021 /* Nvidia
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047 /* Nvidia cards */
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1089 /* ATI cards */
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1107 /* Intel cards */
1108 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1115 };
1116
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118 enum wined3d_driver_model driver_model)
1119 {
1120 unsigned int i;
1121
1122 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1124 {
1125 const struct driver_version_information *entry = &driver_version_table[i];
1126
1127 if (entry->driver == driver && entry->driver_model == driver_model)
1128 {
1129 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130 entry->driver_name, entry->version, entry->subversion, entry->build);
1131
1132 return entry;
1133 }
1134 }
1135 return NULL;
1136 }
1137
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1140 {
1141 OSVERSIONINFOW os_version;
1142 WORD driver_os_version;
1143 unsigned int i;
1144 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145 enum wined3d_driver_model driver_model;
1146 const struct driver_version_information *version_info;
1147
1148 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1149 {
1150 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151 vendor = wined3d_settings.pci_vendor_id;
1152 }
1153 driver_info->vendor = vendor;
1154
1155 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1156 {
1157 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158 device = wined3d_settings.pci_device_id;
1159 }
1160 driver_info->device = device;
1161
1162 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163 * overrides the pci ids to a card which is not in our database. */
1164 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1165
1166 memset(&os_version, 0, sizeof(os_version));
1167 os_version.dwOSVersionInfoSize = sizeof(os_version);
1168 if (!GetVersionExW(&os_version))
1169 {
1170 ERR("Failed to get OS version, reporting 2000/XP.\n");
1171 driver_os_version = 6;
1172 driver_model = DRIVER_MODEL_NT5X;
1173 }
1174 else
1175 {
1176 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177 switch (os_version.dwMajorVersion)
1178 {
1179 case 4:
1180 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1182 */
1183 driver_os_version = 4;
1184 driver_model = DRIVER_MODEL_WIN9X;
1185 break;
1186
1187 case 5:
1188 driver_os_version = 6;
1189 driver_model = DRIVER_MODEL_NT5X;
1190 break;
1191
1192 case 6:
1193 if (os_version.dwMinorVersion == 0)
1194 {
1195 driver_os_version = 7;
1196 driver_model = DRIVER_MODEL_NT6X;
1197 }
1198 else
1199 {
1200 if (os_version.dwMinorVersion > 1)
1201 {
1202 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203 os_version.dwMajorVersion, os_version.dwMinorVersion);
1204 }
1205 driver_os_version = 8;
1206 driver_model = DRIVER_MODEL_NT6X;
1207 }
1208 break;
1209
1210 default:
1211 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212 os_version.dwMajorVersion, os_version.dwMinorVersion);
1213 driver_os_version = 6;
1214 driver_model = DRIVER_MODEL_NT5X;
1215 break;
1216 }
1217 }
1218
1219 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220 * This means that unless the ids are overriden, we will always find a GPU description. */
1221 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1222 {
1223 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1224 {
1225 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1226
1227 driver_info->description = gpu_description_table[i].description;
1228 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229 driver = gpu_description_table[i].driver;
1230 break;
1231 }
1232 }
1233
1234 if (wined3d_settings.emulated_textureram)
1235 {
1236 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237 driver_info->vidmem = wined3d_settings.emulated_textureram;
1238 }
1239
1240 /* Try to obtain driver version information for the current Windows version. This fails in
1241 * some cases:
1242 * - the gpu is not available on the currently selected OS version:
1243 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244 * version information for the current Windows version is returned instead of faked info.
1245 * We do the same and assume the default Windows version to emulate is WinXP.
1246 *
1247 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248 * For now return the XP driver info. Perhaps later on we should return VESA.
1249 *
1250 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251 * This could be an indication that our database is not up to date, so this should be fixed.
1252 */
1253 version_info = get_driver_version_info(driver, driver_model);
1254 if (version_info)
1255 {
1256 driver_info->name = version_info->driver_name;
1257 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259 }
1260 else
1261 {
1262 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263 if (version_info)
1264 {
1265 driver_info->name = version_info->driver_name;
1266 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1268 }
1269 else
1270 {
1271 driver_info->description = "Direct3D HAL";
1272 driver_info->name = "Display";
1273 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1275
1276 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277 vendor, device, driver_model);
1278 }
1279 }
1280
1281 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282 driver_info->version_high, driver_info->version_low);
1283 }
1284
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1288 {
1289 unsigned int i;
1290
1291 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1292 {
1293 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295 quirk_table[i].apply(gl_info);
1296 }
1297
1298 /* Find out if PBOs work as they are supposed to. */
1299 test_pbo_functionality(gl_info);
1300 }
1301
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1303 {
1304 const char *ptr = gl_version;
1305 int major, minor;
1306
1307 major = atoi(ptr);
1308 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1309
1310 while (isdigit(*ptr)) ++ptr;
1311 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1312
1313 minor = atoi(ptr);
1314
1315 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1316
1317 return MAKEDWORD_VERSION(major, minor);
1318 }
1319
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1321 {
1322
1323 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1326 *
1327 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333 * DirectDraw, not OpenGL. */
1334 if (gl_info->supported[APPLE_FENCE]
1335 && gl_info->supported[APPLE_CLIENT_STORAGE]
1336 && gl_info->supported[APPLE_FLUSH_RENDER]
1337 && gl_info->supported[APPLE_YCBCR_422])
1338 return GL_VENDOR_APPLE;
1339
1340 if (strstr(gl_vendor_string, "NVIDIA"))
1341 return GL_VENDOR_NVIDIA;
1342
1343 if (strstr(gl_vendor_string, "ATI"))
1344 return GL_VENDOR_FGLRX;
1345
1346 if (strstr(gl_vendor_string, "Intel(R)")
1347 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348 || strstr(gl_renderer, "Intel")
1349 || strstr(gl_vendor_string, "Intel Inc."))
1350 return GL_VENDOR_INTEL;
1351
1352 if (strstr(gl_vendor_string, "Mesa")
1353 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354 || strstr(gl_vendor_string, "DRI R300 Project")
1355 || strstr(gl_vendor_string, "X.Org R300 Project")
1356 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357 || strstr(gl_vendor_string, "VMware, Inc.")
1358 || strstr(gl_renderer, "Mesa")
1359 || strstr(gl_renderer, "Gallium"))
1360 return GL_VENDOR_MESA;
1361
1362 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363 debugstr_a(gl_vendor_string));
1364
1365 return GL_VENDOR_UNKNOWN;
1366 }
1367
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1369 {
1370 if (strstr(gl_vendor_string, "NVIDIA"))
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, "R100")
1377 || strstr(gl_renderer, "R200")
1378 || strstr(gl_renderer, "R300")
1379 || strstr(gl_renderer, "R600")
1380 || strstr(gl_renderer, "R700"))
1381 return HW_VENDOR_ATI;
1382
1383 if (strstr(gl_vendor_string, "Intel(R)")
1384 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1385 || strstr(gl_renderer, "Intel")
1386 || strstr(gl_vendor_string, "Intel Inc."))
1387 return HW_VENDOR_INTEL;
1388
1389 if (strstr(gl_vendor_string, "Mesa")
1390 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1391 || strstr(gl_vendor_string, "VMware, Inc."))
1392 return HW_VENDOR_SOFTWARE;
1393
1394 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1395
1396 return HW_VENDOR_NVIDIA;
1397 }
1398
1399
1400
1401 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1402 const char *gl_renderer)
1403 {
1404 if (WINE_D3D10_CAPABLE(gl_info))
1405 {
1406 /* Geforce 400 - highend */
1407 if (strstr(gl_renderer, "GTX 480"))
1408 {
1409 return CARD_NVIDIA_GEFORCE_GTX480;
1410 }
1411
1412 /* Geforce 400 - midend high */
1413 if (strstr(gl_renderer, "GTX 470"))
1414 {
1415 return CARD_NVIDIA_GEFORCE_GTX470;
1416 }
1417
1418 /* Geforce 400 - midend */
1419 if (strstr(gl_renderer, "GTX 465"))
1420 {
1421 return CARD_NVIDIA_GEFORCE_GTX465;
1422 }
1423
1424 /* Geforce 400 - midend */
1425 if (strstr(gl_renderer, "GTX 460"))
1426 {
1427 return CARD_NVIDIA_GEFORCE_GTX460;
1428 }
1429
1430 /* Geforce 300 highend mobile */
1431 if (strstr(gl_renderer, "GTS 350M")
1432 || strstr(gl_renderer, "GTS 360M"))
1433 {
1434 return CARD_NVIDIA_GEFORCE_GTS350M;
1435 }
1436
1437 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1438 if (strstr(gl_renderer, "GT 325M")
1439 || strstr(gl_renderer, "GT 330M"))
1440 {
1441 return CARD_NVIDIA_GEFORCE_GT325M;
1442 }
1443
1444 /* Geforce 200 - highend */
1445 if (strstr(gl_renderer, "GTX 280")
1446 || strstr(gl_renderer, "GTX 285")
1447 || strstr(gl_renderer, "GTX 295"))
1448 {
1449 return CARD_NVIDIA_GEFORCE_GTX280;
1450 }
1451
1452 /* Geforce 200 - midend high */
1453 if (strstr(gl_renderer, "GTX 275"))
1454 {
1455 return CARD_NVIDIA_GEFORCE_GTX275;
1456 }
1457
1458 /* Geforce 200 - midend */
1459 if (strstr(gl_renderer, "GTX 260"))
1460 {
1461 return CARD_NVIDIA_GEFORCE_GTX260;
1462 }
1463 /* Geforce 200 - midend */
1464 if (strstr(gl_renderer, "GT 240"))
1465 {
1466 return CARD_NVIDIA_GEFORCE_GT240;
1467 }
1468
1469 /* Geforce 200 lowend */
1470 if (strstr(gl_renderer, "GT 220"))
1471 {
1472 return CARD_NVIDIA_GEFORCE_GT220;
1473 }
1474 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1475 if (strstr(gl_renderer, "Geforce 210")
1476 || strstr(gl_renderer, "G 210")
1477 || strstr(gl_renderer, "Geforce 305")
1478 || strstr(gl_renderer, "Geforce 310"))
1479 {
1480 return CARD_NVIDIA_GEFORCE_210;
1481 }
1482
1483 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1484 if (strstr(gl_renderer, "9800")
1485 || strstr(gl_renderer, "GTS 150")
1486 || strstr(gl_renderer, "GTS 250"))
1487 {
1488 return CARD_NVIDIA_GEFORCE_9800GT;
1489 }
1490
1491 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1492 if (strstr(gl_renderer, "9600")
1493 || strstr(gl_renderer, "GT 140"))
1494 {
1495 return CARD_NVIDIA_GEFORCE_9600GT;
1496 }
1497
1498 /* Geforce9 - midend low / Geforce 200 - low */
1499 if (strstr(gl_renderer, "9500")
1500 || strstr(gl_renderer, "GT 120")
1501 || strstr(gl_renderer, "GT 130"))
1502 {
1503 return CARD_NVIDIA_GEFORCE_9500GT;
1504 }
1505
1506 /* Geforce9 - lowend */
1507 if (strstr(gl_renderer, "9400"))
1508 {
1509 return CARD_NVIDIA_GEFORCE_9400GT;
1510 }
1511
1512 /* Geforce9 - lowend low */
1513 if (strstr(gl_renderer, "9100")
1514 || strstr(gl_renderer, "9200")
1515 || strstr(gl_renderer, "9300")
1516 || strstr(gl_renderer, "G 100"))
1517 {
1518 return CARD_NVIDIA_GEFORCE_9200;
1519 }
1520
1521 /* Geforce8 - highend high*/
1522 if (strstr(gl_renderer, "8800 GTX"))
1523 {
1524 return CARD_NVIDIA_GEFORCE_8800GTX;
1525 }
1526
1527 /* Geforce8 - highend */
1528 if (strstr(gl_renderer, "8800"))
1529 {
1530 return CARD_NVIDIA_GEFORCE_8800GTS;
1531 }
1532
1533 /* Geforce8 - midend mobile */
1534 if (strstr(gl_renderer, "8600 M"))
1535 {
1536 return CARD_NVIDIA_GEFORCE_8600MGT;
1537 }
1538
1539 /* Geforce8 - midend */
1540 if (strstr(gl_renderer, "8600")
1541 || strstr(gl_renderer, "8700"))
1542 {
1543 return CARD_NVIDIA_GEFORCE_8600GT;
1544 }
1545
1546 /* Geforce8 - mid-lowend */
1547 if (strstr(gl_renderer, "8400")
1548 || strstr(gl_renderer, "8500"))
1549 {
1550 return CARD_NVIDIA_GEFORCE_8400GS;
1551 }
1552
1553 /* Geforce8 - lowend */
1554 if (strstr(gl_renderer, "8100")
1555 || strstr(gl_renderer, "8200")
1556 || strstr(gl_renderer, "8300"))
1557 {
1558 return CARD_NVIDIA_GEFORCE_8300GS;
1559 }
1560
1561 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1562 return CARD_NVIDIA_GEFORCE_8300GS;
1563 }
1564
1565 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1566 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1567 */
1568 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1569 {
1570 /* Geforce7 - highend */
1571 if (strstr(gl_renderer, "7800")
1572 || strstr(gl_renderer, "7900")
1573 || strstr(gl_renderer, "7950")
1574 || strstr(gl_renderer, "Quadro FX 4")
1575 || strstr(gl_renderer, "Quadro FX 5"))
1576 {
1577 return CARD_NVIDIA_GEFORCE_7800GT;
1578 }
1579
1580 /* Geforce7 midend */
1581 if (strstr(gl_renderer, "7600")
1582 || strstr(gl_renderer, "7700"))
1583 {
1584 return CARD_NVIDIA_GEFORCE_7600;
1585 }
1586
1587 /* Geforce7 lower medium */
1588 if (strstr(gl_renderer, "7400"))
1589 {
1590 return CARD_NVIDIA_GEFORCE_7400;
1591 }
1592
1593 /* Geforce7 lowend */
1594 if (strstr(gl_renderer, "7300"))
1595 {
1596 return CARD_NVIDIA_GEFORCE_7300;
1597 }
1598
1599 /* Geforce6 highend */
1600 if (strstr(gl_renderer, "6800"))
1601 {
1602 return CARD_NVIDIA_GEFORCE_6800;
1603 }
1604
1605 /* Geforce6 - midend */
1606 if (strstr(gl_renderer, "6600")
1607 || strstr(gl_renderer, "6610")
1608 || strstr(gl_renderer, "6700"))
1609 {
1610 return CARD_NVIDIA_GEFORCE_6600GT;
1611 }
1612
1613 /* Geforce6/7 lowend */
1614 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1615 }
1616
1617 if (WINE_D3D9_CAPABLE(gl_info))
1618 {
1619 /* GeforceFX - highend */
1620 if (strstr(gl_renderer, "5800")
1621 || strstr(gl_renderer, "5900")
1622 || strstr(gl_renderer, "5950")
1623 || strstr(gl_renderer, "Quadro FX"))
1624 {
1625 return CARD_NVIDIA_GEFORCEFX_5800;
1626 }
1627
1628 /* GeforceFX - midend */
1629 if (strstr(gl_renderer, "5600")
1630 || strstr(gl_renderer, "5650")
1631 || strstr(gl_renderer, "5700")
1632 || strstr(gl_renderer, "5750"))
1633 {
1634 return CARD_NVIDIA_GEFORCEFX_5600;
1635 }
1636
1637 /* GeforceFX - lowend */
1638 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1639 }
1640
1641 if (WINE_D3D8_CAPABLE(gl_info))
1642 {
1643 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1644 {
1645 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1646 }
1647
1648 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1649 }
1650
1651 if (WINE_D3D7_CAPABLE(gl_info))
1652 {
1653 if (strstr(gl_renderer, "GeForce4 MX"))
1654 {
1655 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656 }
1657
1658 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1659 {
1660 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1661 }
1662
1663 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1664 {
1665 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1666 }
1667
1668 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1669 }
1670
1671 if (strstr(gl_renderer, "TNT2"))
1672 {
1673 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1674 }
1675
1676 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1677 }
1678
1679 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1680 const char *gl_renderer)
1681 {
1682 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1683 *
1684 * Beware: renderer string do not match exact card model,
1685 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686 if (WINE_D3D10_CAPABLE(gl_info))
1687 {
1688 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1689 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1690 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1691 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1692 {
1693 return CARD_ATI_RADEON_HD5800;
1694 }
1695
1696 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1697 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1698 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1699 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1700 {
1701 return CARD_ATI_RADEON_HD5700;
1702 }
1703
1704 /* Radeon R7xx HD4800 - highend */
1705 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1706 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1707 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1708 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1709 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1710 {
1711 return CARD_ATI_RADEON_HD4800;
1712 }
1713
1714 /* Radeon R740 HD4700 - midend */
1715 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1716 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1717 {
1718 return CARD_ATI_RADEON_HD4700;
1719 }
1720
1721 /* Radeon R730 HD4600 - midend */
1722 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1723 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1724 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1725 {
1726 return CARD_ATI_RADEON_HD4600;
1727 }
1728
1729 /* Radeon R710 HD4500/HD4350 - lowend */
1730 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1731 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1732 {
1733 return CARD_ATI_RADEON_HD4350;
1734 }
1735
1736 /* Radeon R6xx HD2900/HD3800 - highend */
1737 if (strstr(gl_renderer, "HD 2900")
1738 || strstr(gl_renderer, "HD 3870")
1739 || strstr(gl_renderer, "HD 3850"))
1740 {
1741 return CARD_ATI_RADEON_HD2900;
1742 }
1743
1744 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1745 if (strstr(gl_renderer, "HD 2600")
1746 || strstr(gl_renderer, "HD 3830")
1747 || strstr(gl_renderer, "HD 3690")
1748 || strstr(gl_renderer, "HD 3650"))
1749 {
1750 return CARD_ATI_RADEON_HD2600;
1751 }
1752
1753 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1754 * Note HD2300=DX9, HD2350=DX10 */
1755 if (strstr(gl_renderer, "HD 2350")
1756 || strstr(gl_renderer, "HD 2400")
1757 || strstr(gl_renderer, "HD 3470")
1758 || strstr(gl_renderer, "HD 3450")
1759 || strstr(gl_renderer, "HD 3430")
1760 || strstr(gl_renderer, "HD 3400"))
1761 {
1762 return CARD_ATI_RADEON_HD2350;
1763 }
1764
1765 /* Radeon R6xx/R7xx integrated */
1766 if (strstr(gl_renderer, "HD 3100")
1767 || strstr(gl_renderer, "HD 3200")
1768 || strstr(gl_renderer, "HD 3300"))
1769 {
1770 return CARD_ATI_RADEON_HD3200;
1771 }
1772
1773 /* Default for when no GPU has been found */
1774 return CARD_ATI_RADEON_HD3200;
1775 }
1776
1777 if (WINE_D3D8_CAPABLE(gl_info))
1778 {
1779 /* Radeon R5xx */
1780 if (strstr(gl_renderer, "X1600")
1781 || strstr(gl_renderer, "X1650")
1782 || strstr(gl_renderer, "X1800")
1783 || strstr(gl_renderer, "X1900")
1784 || strstr(gl_renderer, "X1950"))
1785 {
1786 return CARD_ATI_RADEON_X1600;
1787 }
1788
1789 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791 if (strstr(gl_renderer, "X700")
1792 || strstr(gl_renderer, "X800")
1793 || strstr(gl_renderer, "X850")
1794 || strstr(gl_renderer, "X1300")
1795 || strstr(gl_renderer, "X1400")
1796 || strstr(gl_renderer, "X1450")
1797 || strstr(gl_renderer, "X1550")
1798 || strstr(gl_renderer, "X2300")
1799 || strstr(gl_renderer, "X2500")
1800 || strstr(gl_renderer, "HD 2300")
1801 )
1802 {
1803 return CARD_ATI_RADEON_X700;
1804 }
1805
1806 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807 if (strstr(gl_renderer, "Radeon Xpress"))
1808 {
1809 return CARD_ATI_RADEON_XPRESS_200M;
1810 }
1811
1812 /* Radeon R3xx */
1813 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814 }
1815
1816 if (WINE_D3D8_CAPABLE(gl_info))
1817 {
1818 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1819 }
1820
1821 if (WINE_D3D7_CAPABLE(gl_info))
1822 {
1823 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1824 }
1825
1826 return CARD_ATI_RAGE_128PRO;
1827 }
1828
1829 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1830 const char *gl_renderer)
1831 {
1832 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1833 {
1834 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1835 return CARD_INTEL_X3100;
1836 }
1837
1838 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1839 {
1840 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1841 return CARD_INTEL_I945GM;
1842 }
1843
1844 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1845 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1846 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1847 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1848 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1849 return CARD_INTEL_I915G;
1850
1851 }
1852
1853 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1854 const char *gl_renderer)
1855 {
1856 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1857 *
1858 * Beware: renderer string do not match exact card model,
1859 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860 if (strstr(gl_renderer, "Gallium"))
1861 {
1862 /* Radeon R7xx HD4800 - highend */
1863 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1864 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1865 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1866 {
1867 return CARD_ATI_RADEON_HD4800;
1868 }
1869
1870 /* Radeon R740 HD4700 - midend */
1871 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1872 {
1873 return CARD_ATI_RADEON_HD4700;
1874 }
1875
1876 /* Radeon R730 HD4600 - midend */
1877 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1878 {
1879 return CARD_ATI_RADEON_HD4600;
1880 }
1881
1882 /* Radeon R710 HD4500/HD4350 - lowend */
1883 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1884 {
1885 return CARD_ATI_RADEON_HD4350;
1886 }
1887
1888 /* Radeon R6xx HD2900/HD3800 - highend */
1889 if (strstr(gl_renderer, "R600")
1890 || strstr(gl_renderer, "RV670")
1891 || strstr(gl_renderer, "R680"))
1892 {
1893 return CARD_ATI_RADEON_HD2900;
1894 }
1895
1896 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1897 if (strstr(gl_renderer, "RV630")
1898 || strstr(gl_renderer, "RV635"))
1899 {
1900 return CARD_ATI_RADEON_HD2600;
1901 }
1902
1903 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1904 if (strstr(gl_renderer, "RV610")
1905 || strstr(gl_renderer, "RV620"))
1906 {
1907 return CARD_ATI_RADEON_HD2350;
1908 }
1909
1910 /* Radeon R6xx/R7xx integrated */
1911 if (strstr(gl_renderer, "RS780")
1912 || strstr(gl_renderer, "RS880"))
1913 {
1914 return CARD_ATI_RADEON_HD3200;
1915 }
1916
1917 /* Radeon R5xx */
1918 if (strstr(gl_renderer, "RV530")
1919 || strstr(gl_renderer, "RV535")
1920 || strstr(gl_renderer, "RV560")
1921 || strstr(gl_renderer, "R520")
1922 || strstr(gl_renderer, "RV570")
1923 || strstr(gl_renderer, "R580"))
1924 {
1925 return CARD_ATI_RADEON_X1600;
1926 }
1927
1928 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1929 if (strstr(gl_renderer, "R410")
1930 || strstr(gl_renderer, "R420")
1931 || strstr(gl_renderer, "R423")
1932 || strstr(gl_renderer, "R430")
1933 || strstr(gl_renderer, "R480")
1934 || strstr(gl_renderer, "R481")
1935 || strstr(gl_renderer, "RV410")
1936 || strstr(gl_renderer, "RV515")
1937 || strstr(gl_renderer, "RV516"))
1938 {
1939 return CARD_ATI_RADEON_X700;
1940 }
1941
1942 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1943 if (strstr(gl_renderer, "RS400")
1944 || strstr(gl_renderer, "RS480")
1945 || strstr(gl_renderer, "RS482")
1946 || strstr(gl_renderer, "RS485")
1947 || strstr(gl_renderer, "RS600")
1948 || strstr(gl_renderer, "RS690")
1949 || strstr(gl_renderer, "RS740"))
1950 {
1951 return CARD_ATI_RADEON_XPRESS_200M;
1952 }
1953
1954 /* Radeon R3xx */
1955 if (strstr(gl_renderer, "R300")
1956 || strstr(gl_renderer, "RV350")
1957 || strstr(gl_renderer, "RV351")
1958 || strstr(gl_renderer, "RV360")
1959 || strstr(gl_renderer, "RV370")
1960 || strstr(gl_renderer, "R350")
1961 || strstr(gl_renderer, "R360"))
1962 {
1963 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1964 }
1965 }
1966
1967 if (WINE_D3D9_CAPABLE(gl_info))
1968 {
1969 /* Radeon R7xx HD4800 - highend */
1970 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1971 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1972 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1973 {
1974 return CARD_ATI_RADEON_HD4800;
1975 }
1976
1977 /* Radeon R740 HD4700 - midend */
1978 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1979 {
1980 return CARD_ATI_RADEON_HD4700;
1981 }
1982
1983 /* Radeon R730 HD4600 - midend */
1984 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1985 {
1986 return CARD_ATI_RADEON_HD4600;
1987 }
1988
1989 /* Radeon R710 HD4500/HD4350 - lowend */
1990 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1991 {
1992 return CARD_ATI_RADEON_HD4350;
1993 }
1994
1995 /* Radeon R6xx HD2900/HD3800 - highend */
1996 if (strstr(gl_renderer, "(R600")
1997 || strstr(gl_renderer, "(RV670")
1998 || strstr(gl_renderer, "(R680"))
1999 {
2000 return CARD_ATI_RADEON_HD2900;
2001 }
2002
2003 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2004 if (strstr(gl_renderer, "(RV630")
2005 || strstr(gl_renderer, "(RV635"))
2006 {
2007 return CARD_ATI_RADEON_HD2600;
2008 }
2009
2010 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2011 if (strstr(gl_renderer, "(RV610")
2012 || strstr(gl_renderer, "(RV620"))
2013 {
2014 return CARD_ATI_RADEON_HD2350;
2015 }
2016
2017 /* Radeon R6xx/R7xx integrated */
2018 if (strstr(gl_renderer, "(RS780")
2019 || strstr(gl_renderer, "(RS880"))
2020 {
2021 return CARD_ATI_RADEON_HD3200;
2022 }
2023 }
2024
2025 if (WINE_D3D8_CAPABLE(gl_info))
2026 {
2027 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2028 }
2029
2030 if (WINE_D3D7_CAPABLE(gl_info))
2031 {
2032 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2033 }
2034
2035 return CARD_ATI_RAGE_128PRO;
2036 }
2037
2038 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2039 const char *gl_renderer)
2040 {
2041 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2042 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2043 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2044 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2045 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2046 return CARD_NVIDIA_RIVA_128;
2047 }
2048
2049
2050 struct vendor_card_selection
2051 {
2052 enum wined3d_gl_vendor gl_vendor;
2053 enum wined3d_pci_vendor card_vendor;
2054 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2055 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2056 };
2057
2058 static const struct vendor_card_selection vendor_card_select_table[] =
2059 {
2060 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2061 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2062 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2063 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2064 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2065 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2066 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2067 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2068 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2069 };
2070
2071
2072 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2073 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2074 {
2075 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2076 * different GPUs with roughly the same features. In most cases GPUs from a
2077 * certain family differ in clockspeeds, the amount of video memory and the
2078 * number of shader pipelines.
2079 *
2080 * A Direct3D device object contains the PCI id (vendor + device) of the
2081 * videocard which is used for rendering. Various applications use this
2082 * information to get a rough estimation of the features of the card and
2083 * some might use it for enabling 3d effects only on certain types of
2084 * videocards. In some cases games might even use it to work around bugs
2085 * which happen on certain videocards/driver combinations. The problem is
2086 * that OpenGL only exposes a rendering string containing the name of the
2087 * videocard and not the PCI id.
2088 *
2089 * Various games depend on the PCI id, so somehow we need to provide one.
2090 * A simple option is to parse the renderer string and translate this to
2091 * the right PCI id. This is a lot of work because there are more than 200
2092 * GPUs just for Nvidia. Various cards share the same renderer string, so
2093 * the amount of code might be 'small' but there are quite a number of
2094 * exceptions which would make this a pain to maintain. Another way would
2095 * be to query the PCI id from the operating system (assuming this is the
2096 * videocard which is used for rendering which is not always the case).
2097 * This would work but it is not very portable. Second it would not work
2098 * well in, let's say, a remote X situation in which the amount of 3d
2099 * features which can be used is limited.
2100 *
2101 * As said most games only use the PCI id to get an indication of the
2102 * capabilities of the card. It doesn't really matter if the given id is
2103 * the correct one if we return the id of a card with similar 3d features.
2104 *
2105 * The code below checks the OpenGL capabilities of a videocard and matches
2106 * that to a certain level of Direct3D functionality. Once a card passes
2107 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2108 * least a GeforceFX. To give a better estimate we do a basic check on the
2109 * renderer string but if that won't pass we return a default card. This
2110 * way is better than maintaining a full card database as even without a
2111 * full database we can return a card with similar features. Second the
2112 * size of the database can be made quite small because when you know what
2113 * type of 3d functionality a card has, you know to which GPU family the
2114 * GPU must belong. Because of this you only have to check a small part of
2115 * the renderer string to distinguishes between different models from that
2116 * family.
2117 *
2118 * The code also selects a default amount of video memory which we will
2119 * use for an estimation of the amount of free texture memory. In case of
2120 * real D3D the amount of texture memory includes video memory and system
2121 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2122 * HyperMemory). We don't know how much system memory can be addressed by
2123 * the system but we can make a reasonable estimation about the amount of
2124 * video memory. If the value is slightly wrong it doesn't matter as we
2125 * didn't include AGP-like memory which makes the amount of addressable
2126 * memory higher and second OpenGL isn't that critical it moves to system
2127 * memory behind our backs if really needed. Note that the amount of video
2128 * memory can be overruled using a registry setting. */
2129
2130 int i;
2131
2132 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2133 {
2134 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2135 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2136 continue;
2137 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2138 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2139 }
2140
2141 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2142 *gl_vendor, *card_vendor);
2143
2144 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2145 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2146 * them a good generic choice. */
2147 *card_vendor = HW_VENDOR_NVIDIA;
2148 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2149 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2150 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2151 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2152 return CARD_NVIDIA_RIVA_128;
2153 }
2154
2155 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2156 {
2157 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158 int vs_selected_mode, ps_selected_mode;
2159
2160 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2163 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2164 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2165 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2166 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2167 else return &ffp_fragment_pipeline;
2168 }
2169
2170 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2171 {
2172 int vs_selected_mode, ps_selected_mode;
2173
2174 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2175 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2176 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2177 return &none_shader_backend;
2178 }
2179
2180 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2181 {
2182 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2183 int vs_selected_mode, ps_selected_mode;
2184
2185 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2186 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2187 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2188 else return &ffp_blit;
2189 }
2190
2191 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2192 {
2193 DWORD ver;
2194
2195 #define USE_GL_FUNC(type, pfn, ext, replace) \
2196 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2197 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2198 else gl_info->pfn = NULL;
2199
2200 GL_EXT_FUNCS_GEN;
2201 #undef USE_GL_FUNC
2202
2203 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2204 WGL_EXT_FUNCS_GEN;
2205 #undef USE_GL_FUNC
2206 }
2207
2208 /* Context activation is done by the caller. */
2209 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2210 {
2211 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2212 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2213 const char *GL_Extensions = NULL;
2214 const char *WGL_Extensions = NULL;
2215 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2216 struct fragment_caps fragment_caps;
2217 enum wined3d_gl_vendor gl_vendor;
2218 enum wined3d_pci_vendor card_vendor;
2219 enum wined3d_pci_device device;
2220 GLint gl_max;
2221 GLfloat gl_floatv[2];
2222 unsigned i;
2223 HDC hdc;
2224 DWORD gl_version;
2225 size_t len;
2226
2227 TRACE_(d3d_caps)("(%p)\n", gl_info);
2228
2229 ENTER_GL();
2230
2231 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2232 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2233 if (!gl_renderer_str)
2234 {
2235 LEAVE_GL();
2236 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2237 return FALSE;
2238 }
2239
2240 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2241 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2242 if (!gl_vendor_str)
2243 {
2244 LEAVE_GL();
2245 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2246 return FALSE;
2247 }
2248
2249 /* Parse the GL_VERSION field into major and minor information */
2250 gl_version_str = (const char *)glGetString(GL_VERSION);
2251 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2252 if (!gl_version_str)
2253 {
2254 LEAVE_GL();
2255 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2256 return FALSE;
2257 }
2258 gl_version = wined3d_parse_gl_version(gl_version_str);
2259
2260 /*
2261 * Initialize openGL extension related variables
2262 * with Default values
2263 */
2264 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2265 gl_info->limits.blends = 1;
2266 gl_info->limits.buffers = 1;
2267 gl_info->limits.textures = 1;
2268 gl_info->limits.fragment_samplers = 1;
2269 gl_info->limits.vertex_samplers = 0;
2270 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2271 gl_info->limits.sampler_stages = 1;
2272 gl_info->limits.glsl_vs_float_constants = 0;
2273 gl_info->limits.glsl_ps_float_constants = 0;
2274 gl_info->limits.arb_vs_float_constants = 0;
2275 gl_info->limits.arb_vs_native_constants = 0;
2276 gl_info->limits.arb_vs_instructions = 0;
2277 gl_info->limits.arb_vs_temps = 0;
2278 gl_info->limits.arb_ps_float_constants = 0;
2279 gl_info->limits.arb_ps_local_constants = 0;
2280 gl_info->limits.arb_ps_instructions = 0;
2281 gl_info->limits.arb_ps_temps = 0;
2282
2283 /* Retrieve opengl defaults */
2284 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2285 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2286 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2287
2288 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2289 gl_info->limits.lights = gl_max;
2290 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2291
2292 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2293 gl_info->limits.texture_size = gl_max;
2294 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2295
2296 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2297 gl_info->limits.pointsize_min = gl_floatv[0];
2298 gl_info->limits.pointsize_max = gl_floatv[1];
2299 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2300
2301 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2302 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2303 if (!GL_Extensions)
2304 {
2305 LEAVE_GL();
2306 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2307 return FALSE;
2308 }
2309
2310 LEAVE_GL();
2311
2312 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2313
2314 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2315
2316 while (*GL_Extensions)
2317 {
2318 const char *start;
2319
2320 while (isspace(*GL_Extensions)) ++GL_Extensions;
2321 start = GL_Extensions;
2322 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2323
2324 len = GL_Extensions - start;
2325 if (!len) continue;
2326
2327 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2328
2329 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2330 {
2331 if (len == strlen(EXTENSION_MAP[i].extension_string)
2332 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2333 {
2334 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2335 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2336 break;
2337 }
2338 }
2339 }
2340
2341 /* Now work out what GL support this card really has */
2342 load_gl_funcs( gl_info, gl_version );
2343
2344 ENTER_GL();
2345
2346 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2347 * loading the functions, otherwise the code above will load the extension entry points instead of the
2348 * core functions, which may not work. */
2349 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2350 {
2351 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2352 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2353 {
2354 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2355 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2356 }
2357 }
2358
2359 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2360
2361 if (gl_info->supported[APPLE_FENCE])
2362 {
2363 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2364 * The apple extension interacts with some other apple exts. Disable the NV
2365 * extension if the apple one is support to prevent confusion in other parts
2366 * of the code. */
2367 gl_info->supported[NV_FENCE] = FALSE;
2368 }
2369 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2370 {
2371 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2372 *
2373 * The enums are the same:
2374 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2375 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2376 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2377 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2378 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2379 */
2380 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2381 {
2382 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2383 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2384 }
2385 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2386 {
2387 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2388 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2389 }
2390 }
2391 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2392 {
2393 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2394 * functionality. Prefer the ARB extension */
2395 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2396 }
2397 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2398 {
2399 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2400 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2401 }
2402 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2403 {
2404 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2405 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2406 }
2407 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2408 {
2409 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2410 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2411 }
2412 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2413 {
2414 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2415 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2416 }
2417 if (gl_info->supported[NV_TEXTURE_SHADER2])
2418 {
2419 if (gl_info->supported[NV_REGISTER_COMBINERS])
2420 {
2421 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2422 * are supported. The nv extensions provide the same functionality as the
2423 * ATI one, and a bit more(signed pixelformats). */
2424 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2425 }
2426 }
2427
2428 if (gl_info->supported[NV_REGISTER_COMBINERS])
2429 {
2430 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2431 gl_info->limits.general_combiners = gl_max;
2432 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2433 }
2434 if (gl_info->supported[ARB_DRAW_BUFFERS])
2435 {
2436 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2437 gl_info->limits.buffers = gl_max;
2438 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2439 }
2440 if (gl_info->supported[ARB_MULTITEXTURE])
2441 {
2442 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2443 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2444 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2445
2446 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2447 {
2448 GLint tmp;
2449 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2450 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2451 }
2452 else
2453 {
2454 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2455 }
2456 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2457
2458 if (gl_info->supported[ARB_VERTEX_SHADER])
2459 {
2460 GLint tmp;
2461 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2462 gl_info->limits.vertex_samplers = tmp;
2463 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2464 gl_info->limits.combined_samplers = tmp;
2465
2466 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2467 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2468 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2469 * shader is used with fixed function vertex processing we're fine too because fixed function
2470 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2471 * used we have to make sure that all vertex sampler setups are valid together with all
2472 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2473 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2474 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2475 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2476 * a fixed function pipeline anymore.
2477 *
2478 * So this is just a check to check that our assumption holds true. If not, write a warning
2479 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2480 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2481 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2482 {
2483 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2484 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2485 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2486 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2487 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2488 else
2489 gl_info->limits.vertex_samplers = 0;
2490 }
2491 }
2492 else
2493 {
2494 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2495 }
2496 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2497 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2498 }
2499 if (gl_info->supported[ARB_VERTEX_BLEND])
2500 {
2501 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2502 gl_info->limits.blends = gl_max;
2503 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2504 }
2505 if (gl_info->supported[EXT_TEXTURE3D])
2506 {
2507 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2508 gl_info->limits.texture3d_size = gl_max;
2509 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2510 }
2511 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2512 {
2513 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2514 gl_info->limits.anisotropy = gl_max;
2515 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2516 }
2517 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2518 {
2519 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2520 gl_info->limits.arb_ps_float_constants = gl_max;
2521 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2522 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2523 gl_info->limits.arb_ps_native_constants = gl_max;
2524 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2525 gl_info->limits.arb_ps_native_constants);
2526 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2527 gl_info->limits.arb_ps_temps = gl_max;
2528 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2529 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2530 gl_info->limits.arb_ps_instructions = gl_max;
2531 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2532 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2533 gl_info->limits.arb_ps_local_constants = gl_max;
2534 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2535 }
2536 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2537 {
2538 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2539 gl_info->limits.arb_vs_float_constants = gl_max;
2540 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2541 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2542 gl_info->limits.arb_vs_native_constants = gl_max;
2543 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2544 gl_info->limits.arb_vs_native_constants);
2545 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2546 gl_info->limits.arb_vs_temps = gl_max;
2547 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2548 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2549 gl_info->limits.arb_vs_instructions = gl_max;
2550 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2551
2552 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2553 }
2554 if (gl_info->supported[ARB_VERTEX_SHADER])
2555 {
2556 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2557 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2558 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2559 }
2560 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2561 {
2562 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2563 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2564 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2565 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2566 gl_info->limits.glsl_varyings = gl_max;
2567 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2568 }
2569 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2570 {
2571 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2572 unsigned int major, minor;
2573
2574 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2575
2576 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2577 sscanf(str, "%u.%u", &major, &minor);
2578 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2579 }
2580 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2581 {
2582 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2583 }
2584 else
2585 {
2586 gl_info->limits.shininess = 128.0f;
2587 }
2588 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2589 {
2590 /* If we have full NP2 texture support, disable
2591 * GL_ARB_texture_rectangle because we will never use it.
2592 * This saves a few redundant glDisable calls. */
2593 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2594 }
2595 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2596 {
2597 /* Disable NV_register_combiners and fragment shader if this is supported.
2598 * generally the NV extensions are preferred over the ATI ones, and this
2599 * extension is disabled if register_combiners and texture_shader2 are both
2600 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2601 * fragment processing support. */
2602 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2603 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2604 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2605 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2606 }
2607 if (gl_info->supported[NV_HALF_FLOAT])
2608 {
2609 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2610 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2611 }
2612 if (gl_info->supported[ARB_POINT_SPRITE])
2613 {
2614 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2615 }
2616 else
2617 {
2618 gl_info->limits.point_sprite_units = 0;
2619 }
2620 checkGLcall("extension detection");
2621
2622 LEAVE_GL();
2623
2624 adapter->fragment_pipe = select_fragment_implementation(adapter);
2625 adapter->shader_backend = select_shader_backend(adapter);
2626 adapter->blitter = select_blit_implementation(adapter);
2627
2628 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2629 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2630 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2631
2632 /* In some cases the number of texture stages can be larger than the number
2633 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2634 * shaders), but 8 texture stages (register combiners). */
2635 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2636
2637 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2638 {
2639 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2640 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2641 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2642 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2643 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2644 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2645 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2646 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2647 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2648 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2649 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2650 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2651 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2652 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2653 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2654 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2655 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2656 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2657 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2658 }
2659 else
2660 {
2661 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2662 {
2663 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2664 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2665 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2666 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2667 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2668 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2669 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2670 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2671 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2672 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2673 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2674 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2675 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2676 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2677 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2678 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2679 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2680 }
2681 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2682 {
2683 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2684 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2685 }
2686 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2687 {
2688 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2689 }
2690 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2691 {
2692 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2693 }
2694 }
2695
2696 /* MRTs are currently only supported when FBOs are used. */
2697 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2698 {
2699 gl_info->limits.buffers = 1;
2700 }
2701
2702 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2703 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2704 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2705
2706 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2707 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2708
2709 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2710 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2711 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2712 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2713 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2714 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2715 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2716 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2717
2718 /* Make sure there's an active HDC else the WGL extensions will fail */
2719 hdc = pwglGetCurrentDC();
2720 if (hdc) {
2721 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2722 if(GL_EXTCALL(wglGetExtensionsStringARB))
2723 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2724
2725 if (!WGL_Extensions)
2726 {
2727 ERR(" WGL_Extensions returns NULL\n");
2728 }
2729 else
2730 {
2731 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2732 while (*WGL_Extensions)
2733 {
2734 const char *Start;
2735 char ThisExtn[256];
2736
2737 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2738 Start = WGL_Extensions;
2739 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2740
2741 len = WGL_Extensions - Start;
2742 if (!len || len >= sizeof(ThisExtn))
2743 continue;
2744
2745 memcpy(ThisExtn, Start, len);
2746 ThisExtn[len] = '\0';
2747 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2748
2749 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2750 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2751 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2752 }
2753 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2754 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2755 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2756 }
2757 }
2758 }
2759 }
2760
2761 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2762 init_driver_info(driver_info, card_vendor, device);
2763 add_gl_compat_wrappers(gl_info);
2764
2765 return TRUE;
2766 }
2767
2768 /**********************************************************
2769 * IWineD3D implementation follows
2770 **********************************************************/
2771
2772 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2773 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2774
2775 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2776
2777 return This->adapter_count;
2778 }
2779
2780 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2781 {
2782 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2783
2784 return WINED3D_OK;
2785 }
2786
2787 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2788 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2789
2790 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2791
2792 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2793 return NULL;
2794 }
2795
2796 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2797 }
2798
2799 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2800 of the same bpp but different resolutions */
2801
2802 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2803 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2804 {
2805 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2806
2807 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2808
2809 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2810 return 0;
2811 }
2812
2813 /* TODO: Store modes per adapter and read it from the adapter structure */
2814 if (Adapter == 0)
2815 {
2816 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2817 UINT format_bits = format->byte_count * CHAR_BIT;
2818 unsigned int i = 0;
2819 unsigned int j = 0;
2820 DEVMODEW mode;
2821
2822 memset(&mode, 0, sizeof(mode));
2823 mode.dmSize = sizeof(mode);
2824
2825 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2826 {
2827 ++j;
2828
2829 if (format_id == WINED3DFMT_UNKNOWN)
2830 {
2831 /* This is for D3D8, do not enumerate P8 here */
2832 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2833 }
2834 else if (mode.dmBitsPerPel == format_bits)
2835 {
2836 ++i;
2837 }
2838 }
2839
2840 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2841 return i;
2842 } else {
2843 FIXME_(d3d_caps)("Adapter not primary display\n");
2844 }
2845 return 0;
2846 }
2847
2848 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2849 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2850 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2851 {
2852 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2853
2854 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2855 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2856
2857 /* Validate the parameters as much as possible */
2858 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2859 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2860 {
2861 return WINED3DERR_INVALIDCALL;
2862 }
2863
2864 /* TODO: Store modes per adapter and read it from the adapter structure */
2865 if (Adapter == 0)
2866 {
2867 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2868 UINT format_bits = format->byte_count * CHAR_BIT;
2869 DEVMODEW DevModeW;
2870 int ModeIdx = 0;
2871 UINT i = 0;
2872 int j = 0;
2873
2874 ZeroMemory(&DevModeW, sizeof(DevModeW));
2875 DevModeW.dmSize = sizeof(DevModeW);
2876
2877 /* If we are filtering to a specific format (D3D9), then need to skip
2878 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2879 just count through the ones with valid bit depths */
2880 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2881 {
2882 if (format_id == WINED3DFMT_UNKNOWN)
2883 {
2884 /* This is for D3D8, do not enumerate P8 here */
2885 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2886 }
2887 else if (DevModeW.dmBitsPerPel == format_bits)
2888 {
2889 ++i;
2890 }
2891 }
2892
2893 if (!i)
2894 {
2895 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2896 return WINED3DERR_INVALIDCALL;
2897 }
2898 ModeIdx = j - 1;
2899
2900 /* Now get the display mode via the calculated index */
2901 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2902 pMode->Width = DevModeW.dmPelsWidth;
2903 pMode->Height = DevModeW.dmPelsHeight;
2904 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2905 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2906 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2907
2908 if (format_id == WINED3DFMT_UNKNOWN)
2909 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2910 else
2911 pMode->Format = format_id;
2912 }
2913 else
2914 {
2915 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2916 return WINED3DERR_INVALIDCALL;
2917 }
2918
2919 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2920 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2921 DevModeW.dmBitsPerPel);
2922
2923 }
2924 else
2925 {
2926 FIXME_(d3d_caps)("Adapter not primary display\n");
2927 }
2928
2929 return WINED3D_OK;
2930 }
2931
2932 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2933 {
2934 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2935
2936 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2937 return WINED3DERR_INVALIDCALL;
2938
2939 if (Adapter == 0) { /* Display */
2940 int bpp = 0;
2941 DEVMODEW DevModeW;
2942
2943 ZeroMemory(&DevModeW, sizeof(DevModeW));
2944 DevModeW.dmSize = sizeof(DevModeW);
2945
2946 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2947 pMode->Width = DevModeW.dmPelsWidth;
2948 pMode->Height = DevModeW.dmPelsHeight;
2949 bpp = DevModeW.dmBitsPerPel;
2950 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2951 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2952 {
2953 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2954 }
2955
2956 pMode->Format = pixelformat_for_depth(bpp);
2957 } else {
2958 FIXME_(d3d_caps)("Adapter not primary display\n");
2959 }
2960
2961 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2962 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2963 return WINED3D_OK;
2964 }
2965
2966 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2967 and fields being inserted in the middle, a new structure is used in place */
2968 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2969 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2970 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971 struct wined3d_adapter *adapter;
2972 size_t len;
2973
2974 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2975
2976 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2977 return WINED3DERR_INVALIDCALL;
2978 }
2979
2980 adapter = &This->adapters[Adapter];
2981
2982 /* Return the information requested */
2983 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2984
2985 if (pIdentifier->driver_size)
2986 {
2987 const char *name = adapter->driver_info.name;
2988 len = min(strlen(name), pIdentifier->driver_size - 1);
2989 memcpy(pIdentifier->driver, name, len);
2990 pIdentifier->driver[len] = '\0';
2991 }
2992
2993 if (pIdentifier->description_size)
2994 {
2995 const char *description = adapter->driver_info.description;
2996 len = min(strlen(description), pIdentifier->description_size - 1);
2997 memcpy(pIdentifier->description, description, len);
2998 pIdentifier->description[len] = '\0';
2999 }
3000
3001 /* Note that d3d8 doesn't supply a device name. */
3002 if (pIdentifier->device_name_size)
3003 {
3004 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3005
3006 len = strlen(device_name);
3007 if (len >= pIdentifier->device_name_size)
3008 {
3009 ERR("Device name size too small.\n");
3010 return WINED3DERR_INVALIDCALL;
3011 }
3012
3013 memcpy(pIdentifier->device_name, device_name, len);
3014 pIdentifier->device_name[len] = '\0';
3015 }
3016
3017 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3018 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3019 pIdentifier->vendor_id = adapter->driver_info.vendor;
3020 pIdentifier->device_id = adapter->driver_info.device;
3021 pIdentifier->subsystem_id = 0;
3022 pIdentifier->revision = 0;
3023 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3024 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3025 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3026 pIdentifier->video_memory = adapter->TextureRam;
3027
3028 return WINED3D_OK;
3029 }
3030
3031 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3032 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3033 {
3034 short redSize, greenSize, blueSize, alphaSize, colorBits;
3035
3036 if(!cfg)
3037 return FALSE;
3038
3039 /* Float formats need FBOs. If FBOs are used this function isn't called */
3040 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3041
3042 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3043 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3044 {
3045 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3046 return FALSE;
3047 }
3048
3049 if(cfg->redSize < redSize)
3050 return FALSE;
3051
3052 if(cfg->greenSize < greenSize)
3053 return FALSE;
3054
3055 if(cfg->blueSize < blueSize)
3056 return FALSE;
3057
3058 if(cfg->alphaSize < alphaSize)
3059 return FALSE;
3060
3061 return TRUE;
3062 }
3063
3064 /* Probably a RGBA_float or color index mode */
3065 return FALSE;
3066 }
3067
3068 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3069 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3070 {
3071 short depthSize, stencilSize;
3072 BOOL lockable = FALSE;
3073
3074 if(!cfg)
3075 return FALSE;
3076
3077 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3078 {
3079 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3080 return FALSE;
3081 }
3082
3083 /* Float formats need FBOs. If FBOs are used this function isn't called */
3084 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3085
3086 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3087 lockable = TRUE;
3088
3089 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3090 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3091 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3092 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3093 return FALSE;
3094
3095 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3096 * allow more stencil bits than requested. */
3097 if(cfg->stencilSize < stencilSize)
3098 return FALSE;
3099
3100 return TRUE;
3101 }
3102
3103 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3104 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3105 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3106 {
3107 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3108 int nCfgs;
3109 const WineD3D_PixelFormat *cfgs;
3110 const struct wined3d_adapter *adapter;
3111 const struct wined3d_format *rt_format;
3112 const struct wined3d_format *ds_format;
3113 int it;
3114
3115 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3116 This, Adapter,
3117 DeviceType, debug_d3ddevicetype(DeviceType),
3118 AdapterFormat, debug_d3dformat(AdapterFormat),
3119 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3120 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3121
3122 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3123 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3124 return WINED3DERR_INVALIDCALL;
3125 }
3126
3127 adapter = &This->adapters[Adapter];
3128 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3129 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3130 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3131 {
3132 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3133 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3134 {
3135 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3136 return WINED3D_OK;
3137 }
3138 }
3139 else
3140 {
3141 cfgs = adapter->cfgs;
3142 nCfgs = adapter->nCfgs;
3143 for (it = 0; it < nCfgs; ++it)
3144 {
3145 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3146 {
3147 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3148 {
3149 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3150 return WINED3D_OK;
3151 }
3152 }
3153 }
3154 }
3155 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3156
3157 return WINED3DERR_NOTAVAILABLE;
3158 }
3159
3160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3161 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3162 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3163 {
3164 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3165 const struct wined3d_adapter *adapter;
3166 const struct wined3d_format *format;
3167
3168 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3169 This,
3170 Adapter,
3171 DeviceType, debug_d3ddevicetype(DeviceType),
3172 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3173 Windowed,
3174 MultiSampleType,
3175 pQualityLevels);
3176
3177 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3178 return WINED3DERR_INVALIDCALL;
3179 }
3180
3181 /* TODO: handle Windowed, add more quality levels */
3182
3183 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3184 if(pQualityLevels) *pQualityLevels = 1;
3185 return WINED3D_OK;
3186 }
3187
3188 /* By default multisampling is disabled right now as it causes issues
3189 * on some Nvidia driver versions and it doesn't work well in combination
3190 * with FBOs yet. */
3191 if(!wined3d_settings.allow_multisampling)
3192 return WINED3DERR_NOTAVAILABLE;
3193
3194 adapter = &This->adapters[Adapter];
3195 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3196 if (!format) return WINED3DERR_INVALIDCALL;
3197
3198 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3199 {
3200 int i, nCfgs;
3201 const WineD3D_PixelFormat *cfgs;
3202
3203 cfgs = adapter->cfgs;
3204 nCfgs = adapter->nCfgs;
3205 for(i=0; i<nCfgs; i++) {
3206 if(cfgs[i].numSamples != MultiSampleType)
3207 continue;
3208
3209 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3210 continue;
3211
3212 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3213
3214 if(pQualityLevels)
3215 *pQualityLevels = 1; /* Guess at a value! */
3216 return WINED3D_OK;
3217 }
3218 }
3219 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3220 {
3221 short redSize, greenSize, blueSize, alphaSize, colorBits;
3222 int i, nCfgs;
3223 const WineD3D_PixelFormat *cfgs;
3224
3225 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3226 {
3227 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3228 return WINED3DERR_NOTAVAILABLE;
3229 }
3230
3231 cfgs = adapter->cfgs;
3232 nCfgs = adapter->nCfgs;
3233 for(i=0; i<nCfgs; i++) {
3234 if(cfgs[i].numSamples != MultiSampleType)
3235 continue;
3236 if(cfgs[i].redSize != redSize)
3237 continue;
3238 if(cfgs[i].greenSize != greenSize)
3239 continue;
3240 if(cfgs[i].blueSize != blueSize)
3241 continue;
3242 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3243 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3244 continue;
3245 if (cfgs[i].colorSize != (format->byte_count << 3))
3246 continue;
3247
3248 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3249
3250 if(pQualityLevels)
3251 *pQualityLevels = 1; /* Guess at a value! */
3252 return WINED3D_OK;
3253 }
3254 }
3255 return WINED3DERR_NOTAVAILABLE;
3256 }
3257
3258 /* Check if we support bumpmapping for a format */
3259 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3260 {
3261 /* Ask the fixed function pipeline implementation if it can deal
3262 * with the conversion. If we've got a GL extension giving native
3263 * support this will be an identity conversion. */
3264 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3265 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3266 }
3267
3268 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3269 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3270 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3271 {
3272 int it=0;
3273
3274 /* Only allow depth/stencil formats */
3275 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3276
3277 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3278 {
3279 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3280 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3281 }
3282 else
3283 {
3284 /* Walk through all WGL pixel formats to find a match */
3285 for (it = 0; it < adapter->nCfgs; ++it)
3286 {
3287 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3288 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3289 {
3290 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3291 {
3292 return TRUE;
3293 }
3294 }
3295 }
3296 }
3297
3298 return FALSE;
3299 }
3300
3301 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3302 {
3303 /* The flags entry of a format contains the filtering capability */
3304 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3305
3306 return FALSE;
3307 }
3308
3309 /* Check the render target capabilities of a format */
3310 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3311 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3312 {
3313 /* Filter out non-RT formats */
3314 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3315 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3316 {
3317 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3318 int it;
3319 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3320 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3321
3322 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3323 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3324
3325 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3326 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3327 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3328 TRACE_(d3d_caps)("[FAILED]\n");
3329 return FALSE;
3330 }
3331
3332 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3333 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3334 for (it = 0; it < adapter->nCfgs; ++it)
3335 {
3336 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3337 &cfgs[it], check_format))
3338 {
3339 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3340 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3341 return TRUE;
3342 }
3343 }
3344 }
3345 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3346 {
3347 /* For now return TRUE for FBOs until we have some proper checks.
3348 * Note that this function will only be called when the format is around for texturing. */
3349 return TRUE;
3350 }
3351 return FALSE;
3352 }
3353
3354 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3355 {
3356 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3357 }
3358
3359 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3360 {
3361 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3362 * doing the color fixup in shaders.
3363 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3364 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3365 {
3366 int vs_selected_mode;
3367 int ps_selected_mode;
3368 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3369
3370 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3371 TRACE_(d3d_caps)("[OK]\n");
3372 return TRUE;
3373 }
3374 }
3375
3376 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3377 return FALSE;
3378 }
3379
3380 /* Check if a format support blending in combination with pixel shaders */
3381 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3382 const struct wined3d_format *format)
3383 {
3384 /* The flags entry of a format contains the post pixel shader blending capability */
3385 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3386
3387 return FALSE;
3388 }
3389
3390 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3391 {
3392 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3393 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3394 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3395 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3396 * capability anyway.
3397 *
3398 * For now lets report this on all formats, but in the future we may want to
3399 * restrict it to some should games need that
3400 */
3401 return TRUE;
3402 }
3403
3404 /* Check if a texture format is supported on the given adapter */
3405 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3406 {
3407 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3408
3409 switch (format->id)
3410 {
3411 /*****
3412 * supported: RGB(A) formats
3413 */
3414 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3415 case WINED3DFMT_B8G8R8A8_UNORM:
3416 case WINED3DFMT_B8G8R8X8_UNORM:
3417 case WINED3DFMT_B5G6R5_UNORM:
3418 case WINED3DFMT_B5G5R5X1_UNORM:
3419 case WINED3DFMT_B5G5R5A1_UNORM:
3420 case WINED3DFMT_B4G4R4A4_UNORM:
3421 case WINED3DFMT_A8_UNORM:
3422 case WINED3DFMT_B4G4R4X4_UNORM:
3423 case WINED3DFMT_R8G8B8A8_UNORM:
3424 case WINED3DFMT_R8G8B8X8_UNORM:
3425 case WINED3DFMT_B10G10R10A2_UNORM:
3426 case WINED3DFMT_R10G10B10A2_UNORM:
3427 case WINED3DFMT_R16G16_UNORM:
3428 TRACE_(d3d_caps)("[OK]\n");
3429 return TRUE;
3430
3431 case WINED3DFMT_B2G3R3_UNORM:
3432 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3433 return FALSE;
3434
3435 /*****
3436 * Not supported: Palettized
3437 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3438 * Since it is not widely available, don't offer it. Further no Windows driver offers
3439 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3440 */
3441 case WINED3DFMT_P8_UINT:
3442 case WINED3DFMT_P8_UINT_A8_UNORM:
3443 return FALSE;
3444
3445 /*****
3446 * Supported: (Alpha)-Luminance
3447 */
3448 case WINED3DFMT_L8_UNORM:
3449 case WINED3DFMT_L8A8_UNORM:
3450 case WINED3DFMT_L16_UNORM:
3451 TRACE_(d3d_caps)("[OK]\n");
3452 return TRUE;
3453
3454 /* Not supported on Windows, thus disabled */
3455 case WINED3DFMT_L4A4_UNORM:
3456 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3457 return FALSE;
3458
3459 /*****
3460 * Supported: Depth/Stencil formats
3461 */
3462 case WINED3DFMT_D16_LOCKABLE:
3463 case WINED3DFMT_D16_UNORM:
3464 case WINED3DFMT_S1_UINT_D15_UNORM:
3465 case WINED3DFMT_X8D24_UNORM:
3466 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3467 case WINED3DFMT_D24_UNORM_S8_UINT:
3468 case WINED3DFMT_S8_UINT_D24_FLOAT:
3469 case WINED3DFMT_D32_UNORM:
3470 case WINED3DFMT_D32_FLOAT:
3471 return TRUE;
3472
3473 /*****
3474 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3475 * GL_NV_texture_shader). Emulated by shaders
3476 */
3477 case WINED3DFMT_R8G8_SNORM:
3478 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3479 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3480 case WINED3DFMT_R8G8B8A8_SNORM:
3481 case WINED3DFMT_R16G16_SNORM:
3482 /* Ask the shader backend if it can deal with the conversion. If
3483 * we've got a GL extension giving native support this will be an
3484 * identity conversion. */
3485 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3486 {
3487 TRACE_(d3d_caps)("[OK]\n");
3488 return TRUE;
3489 }
3490 TRACE_(d3d_caps)("[FAILED]\n");
3491 return FALSE;
3492
3493 case WINED3DFMT_DXT1:
3494 case WINED3DFMT_DXT2:
3495 case WINED3DFMT_DXT3:
3496 case WINED3DFMT_DXT4:
3497 case WINED3DFMT_DXT5:
3498 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3499 {
3500 TRACE_(d3d_caps)("[OK]\n");
3501 return TRUE;
3502 }
3503 TRACE_(d3d_caps)("[FAILED]\n");
3504 return FALSE;
3505
3506
3507 /*****
3508 * Odd formats - not supported
3509 */
3510 case WINED3DFMT_VERTEXDATA:
3511 case WINED3DFMT_R16_UINT:
3512 case WINED3DFMT_R32_UINT:
3513 case WINED3DFMT_R16G16B16A16_SNORM:
3514 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3515 case WINED3DFMT_R10G11B11_SNORM:
3516 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3517 return FALSE;
3518
3519 /*****
3520 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3521 */
3522 case WINED3DFMT_R8G8_SNORM_Cx:
3523 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3524 return FALSE;
3525
3526 /* YUV formats */
3527 case WINED3DFMT_UYVY:
3528 case WINED3DFMT_YUY2:
3529 if (gl_info->supported[APPLE_YCBCR_422])
3530 {
3531 TRACE_(d3d_caps)("[OK]\n");
3532 return TRUE;
3533 }
3534 TRACE_(d3d_caps)("[FAILED]\n");
3535 return FALSE;
3536 case WINED3DFMT_YV12:
3537 TRACE_(d3d_caps)("[FAILED]\n");
3538 return FALSE;
3539
3540 /* Not supported */
3541 case WINED3DFMT_R16G16B16A16_UNORM:
3542 case WINED3DFMT_B2G3R3A8_UNORM:
3543 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3544 return FALSE;
3545
3546 /* Floating point formats */
3547 case WINED3DFMT_R16_FLOAT:
3548 case WINED3DFMT_R16G16_FLOAT:
3549 case WINED3DFMT_R16G16B16A16_FLOAT:
3550 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3551 {
3552 TRACE_(d3d_caps)("[OK]\n");
3553 return TRUE;
3554 }
3555 TRACE_(d3d_caps)("[FAILED]\n");
3556 return FALSE;
3557
3558 case WINED3DFMT_R32_FLOAT:
3559 case WINED3DFMT_R32G32_FLOAT:
3560 case WINED3DFMT_R32G32B32A32_FLOAT:
3561 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3562 {
3563 TRACE_(d3d_caps)("[OK]\n");
3564 return TRUE;
3565 }
3566 TRACE_(d3d_caps)("[FAILED]\n");
3567 return FALSE;
3568
3569 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3570 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3571 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3572 * We can do instancing with all shader versions, but we need vertex shaders.
3573 *
3574 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3575 * to enable instancing. WineD3D doesn't need that and just ignores it.
3576 *
3577 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3578 */
3579 case WINED3DFMT_INST:
3580 TRACE("ATI Instancing check hack\n");
3581 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3582 {
3583 TRACE_(d3d_caps)("[OK]\n");
3584 return TRUE;
3585 }
3586 TRACE_(d3d_caps)("[FAILED]\n");
3587 return FALSE;
3588
3589 /* Some weird FOURCC formats */
3590 case WINED3DFMT_R8G8_B8G8:
3591 case WINED3DFMT_G8R8_G8B8:
3592 case WINED3DFMT_MULTI2_ARGB8:
3593 TRACE_(d3d_caps)("[FAILED]\n");
3594 return FALSE;
3595
3596 /* Vendor specific formats */
3597 case WINED3DFMT_ATI2N:
3598 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3599 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3600 {
3601 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3602 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3603 {
3604 TRACE_(d3d_caps)("[OK]\n");
3605 return TRUE;
3606 }
3607
3608 TRACE_(d3d_caps)("[OK]\n");
3609 return TRUE;
3610 }
3611 TRACE_(d3d_caps)("[FAILED]\n");
3612 return FALSE;
3613
3614 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3615 * format MAKEFOURCC('N','V','D','B') is used.
3616 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3617 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3618 * to test value.
3619 */
3620 case WINED3DFMT_NVDB:
3621 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3622 {
3623 TRACE_(d3d_caps)("[OK]\n");
3624 return TRUE;
3625 }
3626 TRACE_(d3d_caps)("[FAILED]\n");
3627 return FALSE;
3628
3629 case WINED3DFMT_NVHU:
3630 case WINED3DFMT_NVHS:
3631 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3632 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3633 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3634 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3635 * Applications have to deal with not having NVHS and NVHU.
3636 */
3637 TRACE_(d3d_caps)("[FAILED]\n");
3638 return FALSE;
3639
3640 case WINED3DFMT_UNKNOWN:
3641 return FALSE;
3642
3643 default:
3644 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3645 break;
3646 }
3647 return FALSE;
3648 }
3649
3650 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3651 const struct wined3d_format *adapter_format,
3652 const struct wined3d_format *check_format,
3653 WINED3DSURFTYPE SurfaceType)
3654 {
3655 if (SurfaceType == SURFACE_GDI)
3656 {
3657 switch (check_format->id)
3658 {
3659 case WINED3DFMT_B8G8R8_UNORM:
3660 case WINED3DFMT_B8G8R8A8_UNORM:
3661 case WINED3DFMT_B8G8R8X8_UNORM:
3662 case WINED3DFMT_B5G6R5_UNORM:
3663 case WINED3DFMT_B5G5R5X1_UNORM:
3664 case WINED3DFMT_B5G5R5A1_UNORM:
3665 case WINED3DFMT_B4G4R4A4_UNORM:
3666 case WINED3DFMT_B2G3R3_UNORM:
3667 case WINED3DFMT_A8_UNORM:
3668 case WINED3DFMT_B2G3R3A8_UNORM:
3669 case WINED3DFMT_B4G4R4X4_UNORM:
3670 case WINED3DFMT_R10G10B10A2_UNORM:
3671 case WINED3DFMT_R8G8B8A8_UNORM:
3672 case WINED3DFMT_R8G8B8X8_UNORM:
3673 case WINED3DFMT_R16G16_UNORM:
3674 case WINED3DFMT_B10G10R10A2_UNORM:
3675 case WINED3DFMT_R16G16B16A16_UNORM:
3676 case WINED3DFMT_P8_UINT:
3677 TRACE_(d3d_caps)("[OK]\n");
3678 return TRUE;
3679 default:
3680 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3681 return FALSE;
3682 }
3683 }
3684
3685 /* All format that are supported for textures are supported for surfaces as well */
3686 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3687 /* All depth stencil formats are supported on surfaces */
3688 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3689
3690 /* If opengl can't process the format natively, the blitter may be able to convert it */
3691 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3692 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3693 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3694 {
3695 TRACE_(d3d_caps)("[OK]\n");
3696 return TRUE;
3697 }
3698
3699 /* Reject other formats */
3700 TRACE_(d3d_caps)("[FAILED]\n");
3701 return FALSE;
3702 }
3703
3704 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3705 const struct wined3d_format *format)
3706 {
3707 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3708 }
3709
3710 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3711 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3712 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3713 {
3714 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3715 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3716 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3717 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3718 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3719 DWORD UsageCaps = 0;
3720
3721 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3722 This,
3723 Adapter,
3724 DeviceType, debug_d3ddevicetype(DeviceType),
3725 AdapterFormat, debug_d3dformat(AdapterFormat),
3726 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3727 RType, debug_d3dresourcetype(RType),
3728 CheckFormat, debug_d3dformat(CheckFormat));
3729
3730 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3731 return WINED3DERR_INVALIDCALL;
3732 }
3733
3734 switch (RType)
3735 {
3736 case WINED3DRTYPE_CUBETEXTURE:
3737 /* Cubetexture allows:
3738 * - WINED3DUSAGE_AUTOGENMIPMAP
3739 * - WINED3DUSAGE_DEPTHSTENCIL
3740 * - WINED3DUSAGE_DYNAMIC
3741 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3742 * - WINED3DUSAGE_RENDERTARGET
3743 * - WINED3DUSAGE_SOFTWAREPROCESSING
3744 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3745 */
3746 if (SurfaceType != SURFACE_OPENGL)
3747 {
3748 TRACE_(d3d_caps)("[FAILED]\n");
3749 return WINED3DERR_NOTAVAILABLE;
3750 }
3751
3752 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3753 {
3754 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3755 return WINED3DERR_NOTAVAILABLE;
3756 }
3757
3758 if (!CheckTextureCapability(adapter, format))
3759 {
3760 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3761 return WINED3DERR_NOTAVAILABLE;
3762 }
3763
3764 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3765 {
3766 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3767 /* When autogenmipmap isn't around continue and return
3768 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3769 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3770 else
3771 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3772 }
3773
3774 /* Always report dynamic locking. */
3775 if (Usage & WINED3DUSAGE_DYNAMIC)
3776 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3777
3778 if (Usage & WINED3DUSAGE_RENDERTARGET)
3779 {
3780 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3781 {
3782 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3783 return WINED3DERR_NOTAVAILABLE;
3784 }
3785 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3786 }
3787
3788 /* Always report software processing. */
3789 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3790 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3791
3792 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3793 {
3794 if (!CheckFilterCapability(adapter, format))
3795 {
3796 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3797 return WINED3DERR_NOTAVAILABLE;
3798 }
3799 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3800 }
3801
3802 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3803 {
3804 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3805 {
3806 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3807 return WINED3DERR_NOTAVAILABLE;
3808 }
3809 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3810 }
3811
3812 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3813 {
3814 if (!CheckSrgbReadCapability(adapter, format))
3815 {
3816 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3817 return WINED3DERR_NOTAVAILABLE;
3818 }
3819 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3820 }
3821
3822 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3823 {
3824 if (!CheckSrgbWriteCapability(adapter, format))
3825 {
3826 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3827 return WINED3DERR_NOTAVAILABLE;
3828 }
3829 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3830 }
3831
3832 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3833 {
3834 if (!CheckVertexTextureCapability(adapter, format))
3835 {
3836 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3837 return WINED3DERR_NOTAVAILABLE;
3838 }
3839 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3840 }
3841
3842 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3843 {
3844 if (!CheckWrapAndMipCapability(adapter, format))
3845 {
3846 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3847 return WINED3DERR_NOTAVAILABLE;
3848 }
3849 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3850 }
3851 break;
3852
3853 case WINED3DRTYPE_SURFACE:
3854 /* Surface allows:
3855 * - WINED3DUSAGE_DEPTHSTENCIL
3856 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3857 * - WINED3DUSAGE_RENDERTARGET
3858 */
3859 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3860 {
3861 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3862 return WINED3DERR_NOTAVAILABLE;
3863 }
3864
3865 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3866 {
3867 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3868 {
3869 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3870 return WINED3DERR_NOTAVAILABLE;
3871 }
3872 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3873 }
3874
3875 if (Usage & WINED3DUSAGE_RENDERTARGET)
3876 {
3877 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3878 {
3879 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3880 return WINED3DERR_NOTAVAILABLE;
3881 }
3882 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3883 }
3884
3885 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3886 {
3887 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3888 {
3889 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3890 return WINED3DERR_NOTAVAILABLE;
3891 }
3892 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3893 }
3894 break;
3895
3896 case WINED3DRTYPE_TEXTURE:
3897 /* Texture allows:
3898 * - WINED3DUSAGE_AUTOGENMIPMAP
3899 * - WINED3DUSAGE_DEPTHSTENCIL
3900 * - WINED3DUSAGE_DMAP
3901 * - WINED3DUSAGE_DYNAMIC
3902 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3903 * - WINED3DUSAGE_RENDERTARGET
3904 * - WINED3DUSAGE_SOFTWAREPROCESSING
3905 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3906 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3907 */
3908 if (SurfaceType != SURFACE_OPENGL)
3909 {
3910 TRACE_(d3d_caps)("[FAILED]\n");
3911 return WINED3DERR_NOTAVAILABLE;
3912 }
3913
3914 if (!CheckTextureCapability(adapter, format))
3915 {
3916 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3917 return WINED3DERR_NOTAVAILABLE;
3918 }
3919
3920 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3921 {
3922 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3923 /* When autogenmipmap isn't around continue and return
3924 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3925 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3926 else
3927 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3928 }
3929
3930 /* Always report dynamic locking. */
3931 if (Usage & WINED3DUSAGE_DYNAMIC)
3932 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3933
3934 if (Usage & WINED3DUSAGE_RENDERTARGET)
3935 {
3936 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3937 {
3938 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3939 return WINED3DERR_NOTAVAILABLE;
3940 }
3941 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3942 }
3943
3944 /* Always report software processing. */
3945 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3946 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3947
3948 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3949 {
3950 if (!CheckFilterCapability(adapter, format))
3951 {
3952 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3953 return WINED3DERR_NOTAVAILABLE;
3954 }
3955 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3956 }
3957
3958 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3959 {
3960 if (!CheckBumpMapCapability(adapter, format))
3961 {
3962 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3963 return WINED3DERR_NOTAVAILABLE;
3964 }
3965 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3966 }
3967
3968 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3969 {
3970 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3971 {
3972 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3973 return WINED3DERR_NOTAVAILABLE;
3974 }
3975 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3976 }
3977
3978 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3979 {
3980 if (!CheckSrgbReadCapability(adapter, format))
3981 {
3982 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3984 }
3985 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3986 }
3987
3988 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3989 {
3990 if (!CheckSrgbWriteCapability(adapter, format))
3991 {
3992 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3993 return WINED3DERR_NOTAVAILABLE;
3994 }
3995 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3996 }
3997
3998 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3999 {
4000 if (!CheckVertexTextureCapability(adapter, format))
4001 {
4002 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4003 return WINED3DERR_NOTAVAILABLE;
4004 }
4005 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4006 }
4007
4008 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4009 {
4010 if (!CheckWrapAndMipCapability(adapter, format))
4011 {
4012 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4013 return WINED3DERR_NOTAVAILABLE;
4014 }
4015 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4016 }
4017
4018 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4019 {
4020 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4021 {
4022 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4024 }
4025 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4026 {
4027 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4028 return WINED3DERR_NOTAVAILABLE;
4029 }
4030 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4031 }
4032 break;
4033
4034 case WINED3DRTYPE_VOLUMETEXTURE:
4035 case WINED3DRTYPE_VOLUME:
4036 /* Volume is to VolumeTexture what Surface is to Texture, but its
4037 * usage caps are not documented. Most driver seem to offer
4038 * (nearly) the same on Volume and VolumeTexture, so do that too.
4039 *
4040 * Volumetexture allows:
4041 * - D3DUSAGE_DYNAMIC
4042 * - D3DUSAGE_NONSECURE (d3d9ex)
4043 * - D3DUSAGE_SOFTWAREPROCESSING
4044 * - D3DUSAGE_QUERY_WRAPANDMIP
4045 */
4046 if (SurfaceType != SURFACE_OPENGL)
4047 {
4048 TRACE_(d3d_caps)("[FAILED]\n");
4049 return WINED3DERR_NOTAVAILABLE;
4050 }
4051
4052 if (!gl_info->supported[EXT_TEXTURE3D])
4053 {
4054 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4055 return WINED3DERR_NOTAVAILABLE;
4056 }
4057
4058 if (!CheckTextureCapability(adapter, format))
4059 {
4060 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4061 return WINED3DERR_NOTAVAILABLE;
4062 }
4063
4064 /* Filter formats that need conversion; For one part, this
4065 * conversion is unimplemented, and volume textures are huge, so
4066 * it would be a big performance hit. Unless we hit an application
4067 * needing one of those formats, don't advertize them to avoid
4068 * leading applications into temptation. The windows drivers don't
4069 * support most of those formats on volumes anyway, except for
4070 * WINED3DFMT_R32_FLOAT. */
4071 switch (CheckFormat)
4072 {
4073 case WINED3DFMT_P8_UINT:
4074 case WINED3DFMT_L4A4_UNORM:
4075 case WINED3DFMT_R32_FLOAT:
4076 case WINED3DFMT_R16_FLOAT:
4077 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4078 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4079 case WINED3DFMT_R16G16_UNORM:
4080 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4081 return WINED3DERR_NOTAVAILABLE;
4082
4083 case WINED3DFMT_R8G8B8A8_SNORM:
4084 case WINED3DFMT_R16G16_SNORM:
4085 if (!gl_info->supported[NV_TEXTURE_SHADER])
4086 {
4087 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4088 return WINED3DERR_NOTAVAILABLE;
4089 }
4090 break;
4091
4092 case WINED3DFMT_R8G8_SNORM:
4093 if (!gl_info->supported[NV_TEXTURE_SHADER])
4094 {
4095 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4096 return WINED3DERR_NOTAVAILABLE;
4097 }
4098 break;
4099
4100 case WINED3DFMT_DXT1:
4101 case WINED3DFMT_DXT2:
4102 case WINED3DFMT_DXT3:
4103 case WINED3DFMT_DXT4:
4104 case WINED3DFMT_DXT5:
4105 /* The GL_EXT_texture_compression_s3tc spec requires that
4106 * loading an s3tc compressed texture results in an error.
4107 * While the D3D refrast does support s3tc volumes, at
4108 * least the nvidia windows driver does not, so we're free
4109 * not to support this format. */
4110 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4111 return WINED3DERR_NOTAVAILABLE;
4112
4113 default:
4114 /* Do nothing, continue with checking the format below */
4115 break;
4116 }
4117
4118 /* Always report dynamic locking. */
4119 if (Usage & WINED3DUSAGE_DYNAMIC)
4120 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4121
4122 /* Always report software processing. */
4123 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4124 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4125
4126 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4127 {
4128 if (!CheckFilterCapability(adapter, format))
4129 {
4130 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4131 return WINED3DERR_NOTAVAILABLE;
4132 }
4133 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4134 }
4135
4136 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4137 {
4138 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4139 {
4140 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4141 return WINED3DERR_NOTAVAILABLE;
4142 }
4143 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4144 }
4145
4146 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4147 {
4148 if (!CheckSrgbReadCapability(adapter, format))
4149 {
4150 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4151 return WINED3DERR_NOTAVAILABLE;
4152 }
4153 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4154 }
4155
4156 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4157 {
4158 if (!CheckSrgbWriteCapability(adapter, format))
4159 {
4160 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4161 return WINED3DERR_NOTAVAILABLE;
4162 }
4163 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4164 }
4165
4166 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4167 {
4168 if (!CheckVertexTextureCapability(adapter, format))
4169 {
4170 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4171 return WINED3DERR_NOTAVAILABLE;
4172 }
4173 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4174 }
4175
4176 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4177 {
4178 if (!CheckWrapAndMipCapability(adapter, format))
4179 {
4180 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4181 return WINED3DERR_NOTAVAILABLE;
4182 }
4183 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4184 }
4185 break;
4186
4187 default:
4188 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4189 return WINED3DERR_NOTAVAILABLE;
4190 }
4191
4192 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4193 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4194 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4195 if (UsageCaps == Usage)
4196 return WINED3D_OK;
4197 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4198 return WINED3DOK_NOAUTOGEN;
4199
4200 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4201 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4202
4203 return WINED3DERR_NOTAVAILABLE;
4204 }
4205
4206 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4207 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4208 {
4209 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4210 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4211 debug_d3dformat(dst_format));
4212
4213 return WINED3D_OK;
4214 }
4215
4216 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4217 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4218 {
4219 UINT mode_count;
4220 HRESULT hr;
4221
4222 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4223 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4224 debug_d3dformat(backbuffer_format), windowed);
4225
4226 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4227 {
4228 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4229 return WINED3DERR_INVALIDCALL;
4230 }
4231
4232 /* The task of this function is to check whether a certain display / backbuffer format
4233 * combination is available on the given adapter. In fullscreen mode microsoft specified
4234 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4235 * and display format should match exactly.
4236 * In windowed mode format conversion can occur and this depends on the driver. When format
4237 * conversion is done, this function should nevertheless fail and applications need to use
4238 * CheckDeviceFormatConversion.
4239 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4240
4241 /* There are only 4 display formats. */
4242 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4243 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4244 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4245 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4246 {
4247 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4248 return WINED3DERR_NOTAVAILABLE;
4249 }
4250
4251 /* If the requested display format is not available, don't continue. */
4252 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4253 if (!mode_count)
4254 {
4255 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4256 return WINED3DERR_NOTAVAILABLE;
4257 }
4258
4259 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4260 * it means 'reuse' the display format for the backbuffer. */
4261 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4262 {
4263 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4264 return WINED3DERR_NOTAVAILABLE;
4265 }
4266
4267 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4268 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4269 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4270 {
4271 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4272 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4273 return WINED3DERR_NOTAVAILABLE;
4274 }
4275
4276 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4277 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4278 * WINED3DFMT_B5G5R5A1_UNORM. */
4279 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4280 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4281 {
4282 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4283 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4284 return WINED3DERR_NOTAVAILABLE;
4285 }
4286
4287 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4288 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4289 * WINED3DFMT_B8G8R8A8_UNORM. */
4290 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4291 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4292 {
4293 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4294 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4295 return WINED3DERR_NOTAVAILABLE;
4296 }
4297
4298 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4299 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4300 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4301 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4302 {
4303 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4304 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4305 return WINED3DERR_NOTAVAILABLE;
4306 }
4307
4308 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4309 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4310 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4311 if (FAILED(hr))
4312 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4313 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4314
4315 return hr;
4316 }
4317
4318 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4319 subset of a D3DCAPS9 structure. However, it has to come via a void *
4320 as the d3d8 interface cannot import the d3d9 header */
4321 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4322
4323 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4324 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4325 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4326 int vs_selected_mode;
4327 int ps_selected_mode;
4328 struct shader_caps shader_caps;
4329 struct fragment_caps fragment_caps;
4330 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4331
4332 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4333
4334 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4335 return WINED3DERR_INVALIDCALL;
4336 }
4337
4338 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4339
4340 /* ------------------------------------------------
4341 The following fields apply to both d3d8 and d3d9
4342 ------------------------------------------------ */
4343 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4344 pCaps->AdapterOrdinal = Adapter;
4345
4346 pCaps->Caps = 0;
4347 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4348 WINED3DCAPS2_FULLSCREENGAMMA |
4349 WINED3DCAPS2_DYNAMICTEXTURES;
4350 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4351 {
4352 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4353 }
4354
4355 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4356 WINED3DCAPS3_COPY_TO_VIDMEM |
4357 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4358
4359 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4360 WINED3DPRESENT_INTERVAL_ONE;
4361
4362 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4363 WINED3DCURSORCAPS_LOWRES;
4364
4365 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4366 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4367 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4368 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4369 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4370 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4371 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4372 WINED3DDEVCAPS_PUREDEVICE |
4373 WINED3DDEVCAPS_HWRASTERIZATION |
4374 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4375 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4376 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4377 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4378 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4379 WINED3DDEVCAPS_RTPATCHES;
4380
4381 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4382 WINED3DPMISCCAPS_CULLCCW |
4383 WINED3DPMISCCAPS_CULLCW |
4384 WINED3DPMISCCAPS_COLORWRITEENABLE |
4385 WINED3DPMISCCAPS_CLIPTLVERTS |
4386 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4387 WINED3DPMISCCAPS_MASKZ |
4388 WINED3DPMISCCAPS_BLENDOP |
4389 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4390 /* TODO:
4391 WINED3DPMISCCAPS_NULLREFERENCE
4392 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4393 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4394 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4395
4396 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4397 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4398 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4399 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4400
4401 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4402 WINED3DPRASTERCAPS_PAT |
4403 WINED3DPRASTERCAPS_WFOG |
4404 WINED3DPRASTERCAPS_ZFOG |
4405 WINED3DPRASTERCAPS_FOGVERTEX |
4406 WINED3DPRASTERCAPS_FOGTABLE |
4407 WINED3DPRASTERCAPS_STIPPLE |
4408 WINED3DPRASTERCAPS_SUBPIXEL |
4409 WINED3DPRASTERCAPS_ZTEST |
4410 WINED3DPRASTERCAPS_SCISSORTEST |
4411 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4412 WINED3DPRASTERCAPS_DEPTHBIAS;
4413
4414 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4415 {
4416 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4417 WINED3DPRASTERCAPS_ZBIAS |
4418 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4419 }
4420 if (gl_info->supported[NV_FOG_DISTANCE])
4421 {
4422 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4423 }
4424 /* FIXME Add:
4425 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4426 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4427 WINED3DPRASTERCAPS_ANTIALIASEDGES
4428 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4429 WINED3DPRASTERCAPS_WBUFFER */
4430
4431 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4432 WINED3DPCMPCAPS_EQUAL |
4433 WINED3DPCMPCAPS_GREATER |
4434 WINED3DPCMPCAPS_GREATEREQUAL |
4435 WINED3DPCMPCAPS_LESS |
4436 WINED3DPCMPCAPS_LESSEQUAL |
4437 WINED3DPCMPCAPS_NEVER |
4438 WINED3DPCMPCAPS_NOTEQUAL;
4439
4440 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4441 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4442 WINED3DPBLENDCAPS_DESTALPHA |
4443 WINED3DPBLENDCAPS_DESTCOLOR |
4444 WINED3DPBLENDCAPS_INVDESTALPHA |
4445 WINED3DPBLENDCAPS_INVDESTCOLOR |
4446 WINED3DPBLENDCAPS_INVSRCALPHA |
4447 WINED3DPBLENDCAPS_INVSRCCOLOR |
4448 WINED3DPBLENDCAPS_ONE |
4449 WINED3DPBLENDCAPS_SRCALPHA |
4450 WINED3DPBLENDCAPS_SRCALPHASAT |
4451 WINED3DPBLENDCAPS_SRCCOLOR |
4452 WINED3DPBLENDCAPS_ZERO;
4453
4454 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4455 WINED3DPBLENDCAPS_DESTCOLOR |
4456 WINED3DPBLENDCAPS_INVDESTALPHA |
4457 WINED3DPBLENDCAPS_INVDESTCOLOR |
4458 WINED3DPBLENDCAPS_INVSRCALPHA |
4459 WINED3DPBLENDCAPS_INVSRCCOLOR |
4460 WINED3DPBLENDCAPS_ONE |
4461 WINED3DPBLENDCAPS_SRCALPHA |
4462 WINED3DPBLENDCAPS_SRCCOLOR |
4463 WINED3DPBLENDCAPS_ZERO;
4464 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4465 * according to the glBlendFunc manpage
4466 *
4467 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4468 * legacy settings for srcblend only
4469 */
4470
4471 if (gl_info->supported[EXT_BLEND_COLOR])
4472 {
4473 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4474 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4475 }
4476
4477
4478 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4479 WINED3DPCMPCAPS_EQUAL |
4480 WINED3DPCMPCAPS_GREATER |
4481 WINED3DPCMPCAPS_GREATEREQUAL |
4482 WINED3DPCMPCAPS_LESS |
4483 WINED3DPCMPCAPS_LESSEQUAL |
4484 WINED3DPCMPCAPS_NEVER |
4485 WINED3DPCMPCAPS_NOTEQUAL;
4486
4487 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4488 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4489 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4490 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4491 WINED3DPSHADECAPS_COLORFLATRGB |
4492 WINED3DPSHADECAPS_FOGFLAT |
4493 WINED3DPSHADECAPS_FOGGOURAUD |
4494 WINED3DPSHADECAPS_SPECULARFLATRGB;
4495
4496 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4497 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4498 WINED3DPTEXTURECAPS_TRANSPARENCY |
4499 WINED3DPTEXTURECAPS_BORDER |
4500 WINED3DPTEXTURECAPS_MIPMAP |
4501 WINED3DPTEXTURECAPS_PROJECTED |
4502 WINED3DPTEXTURECAPS_PERSPECTIVE;
4503
4504 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4505 {
4506 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4507 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4508 }
4509
4510 if (gl_info->supported[EXT_TEXTURE3D])
4511 {
4512 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4513 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4514 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4515 }
4516
4517 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4518 {
4519 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4520 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4521 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4522
4523 }
4524
4525 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4526 WINED3DPTFILTERCAPS_MAGFPOINT |
4527 WINED3DPTFILTERCAPS_MINFLINEAR |
4528 WINED3DPTFILTERCAPS_MINFPOINT |
4529 WINED3DPTFILTERCAPS_MIPFLINEAR |
4530 WINED3DPTFILTERCAPS_MIPFPOINT |
4531 WINED3DPTFILTERCAPS_LINEAR |
4532 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4533 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4534 WINED3DPTFILTERCAPS_MIPLINEAR |
4535 WINED3DPTFILTERCAPS_MIPNEAREST |
4536 WINED3DPTFILTERCAPS_NEAREST;
4537
4538 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4539 {
4540 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4541 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4542 }
4543
4544 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4545 {
4546 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4547 WINED3DPTFILTERCAPS_MAGFPOINT |
4548 WINED3DPTFILTERCAPS_MINFLINEAR |
4549 WINED3DPTFILTERCAPS_MINFPOINT |
4550 WINED3DPTFILTERCAPS_MIPFLINEAR |
4551 WINED3DPTFILTERCAPS_MIPFPOINT |
4552 WINED3DPTFILTERCAPS_LINEAR |
4553 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4554 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4555 WINED3DPTFILTERCAPS_MIPLINEAR |
4556 WINED3DPTFILTERCAPS_MIPNEAREST |
4557 WINED3DPTFILTERCAPS_NEAREST;
4558
4559 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4560 {
4561 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4562 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4563 }
4564 } else
4565 pCaps->CubeTextureFilterCaps = 0;
4566
4567 if (gl_info->supported[EXT_TEXTURE3D])
4568 {
4569 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4570 WINED3DPTFILTERCAPS_MAGFPOINT |
4571 WINED3DPTFILTERCAPS_MINFLINEAR |
4572 WINED3DPTFILTERCAPS_MINFPOINT |
4573 WINED3DPTFILTERCAPS_MIPFLINEAR |
4574 WINED3DPTFILTERCAPS_MIPFPOINT |
4575 WINED3DPTFILTERCAPS_LINEAR |
4576 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4577 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4578 WINED3DPTFILTERCAPS_MIPLINEAR |
4579 WINED3DPTFILTERCAPS_MIPNEAREST |
4580 WINED3DPTFILTERCAPS_NEAREST;
4581 } else
4582 pCaps->VolumeTextureFilterCaps = 0;
4583
4584 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4585 WINED3DPTADDRESSCAPS_CLAMP |
4586 WINED3DPTADDRESSCAPS_WRAP;
4587
4588 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4589 {
4590 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4591 }
4592 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4593 {
4594 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4595 }
4596 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4597 {
4598 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4599 }
4600
4601 if (gl_info->supported[EXT_TEXTURE3D])
4602 {
4603 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4604 WINED3DPTADDRESSCAPS_CLAMP |
4605 WINED3DPTADDRESSCAPS_WRAP;
4606 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4607 {
4608 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4609 }
4610 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4611 {
4612 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4613 }
4614 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4615 {
4616 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4617 }
4618 } else
4619 pCaps->VolumeTextureAddressCaps = 0;
4620
4621 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4622 WINED3DLINECAPS_ZTEST |
4623 WINED3DLINECAPS_BLEND |
4624 WINED3DLINECAPS_ALPHACMP |
4625 WINED3DLINECAPS_FOG;
4626 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4627 * idea how generating the smoothing alpha values works; the result is different
4628 */
4629
4630 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4631 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4632
4633 if (gl_info->supported[EXT_TEXTURE3D])
4634 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4635 else
4636 pCaps->MaxVolumeExtent = 0;
4637
4638 pCaps->MaxTextureRepeat = 32768;
4639 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4640 pCaps->MaxVertexW = 1.0f;
4641
4642 pCaps->GuardBandLeft = 0.0f;
4643 pCaps->GuardBandTop = 0.0f;
4644 pCaps->GuardBandRight = 0.0f;
4645 pCaps->GuardBandBottom = 0.0f;
4646
4647 pCaps->ExtentsAdjust = 0.0f;
4648
4649 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4650 WINED3DSTENCILCAPS_INCRSAT |
4651 WINED3DSTENCILCAPS_INVERT |
4652 WINED3DSTENCILCAPS_KEEP |
4653 WINED3DSTENCILCAPS_REPLACE |
4654 WINED3DSTENCILCAPS_ZERO;
4655 if (gl_info->supported[EXT_STENCIL_WRAP])
4656 {
4657 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4658 WINED3DSTENCILCAPS_INCR;
4659 }
4660 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4661 {
4662 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4663 }
4664
4665 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4666
4667 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4668 pCaps->MaxActiveLights = gl_info->limits.lights;
4669
4670 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4671 pCaps->MaxVertexBlendMatrixIndex = 0;
4672
4673 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4674 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4675
4676
4677 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4678 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4679 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4680 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4681 WINED3DVTXPCAPS_LOCALVIEWER |
4682 WINED3DVTXPCAPS_VERTEXFOG |
4683 WINED3DVTXPCAPS_TEXGEN;
4684
4685 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4686 pCaps->MaxVertexIndex = 0xFFFFF;
4687 pCaps->MaxStreams = MAX_STREAMS;
4688 pCaps->MaxStreamStride = 1024;
4689
4690 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4691 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4692 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4693 pCaps->MaxNpatchTessellationLevel = 0;
4694 pCaps->MasterAdapterOrdinal = 0;
4695 pCaps->AdapterOrdinalInGroup = 0;
4696 pCaps->NumberOfAdaptersInGroup = 1;
4697
4698 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4699
4700 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4701 WINED3DPTFILTERCAPS_MAGFPOINT |
4702 WINED3DPTFILTERCAPS_MINFLINEAR |
4703 WINED3DPTFILTERCAPS_MAGFLINEAR;
4704 pCaps->VertexTextureFilterCaps = 0;
4705
4706 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4707 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4708
4709 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4710 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4711
4712 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4713 * Ignore shader model capabilities if disabled in config
4714 */
4715 if(vs_selected_mode == SHADER_NONE) {
4716 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4717 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4718 pCaps->MaxVertexShaderConst = 0;
4719 } else {
4720 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4721 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4722 }
4723
4724 if(ps_selected_mode == SHADER_NONE) {
4725 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4726 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4727 pCaps->PixelShader1xMaxValue = 0.0f;
4728 } else {
4729 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4730 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4731 }
4732
4733 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4734 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4735 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4736
4737 /* The following caps are shader specific, but they are things we cannot detect, or which
4738 * are the same among all shader models. So to avoid code duplication set the shader version
4739 * specific, but otherwise constant caps here
4740 */
4741 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4742 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4743 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4744 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4745 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4746 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4747 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4748
4749 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4750 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4751 }
4752 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4753 {
4754 pCaps->VS20Caps.Caps = 0;
4755 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4756 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4757 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4758
4759 pCaps->MaxVShaderInstructionsExecuted = 65535;
4760 pCaps->MaxVertexShader30InstructionSlots = 0;
4761 } else { /* VS 1.x */
4762 pCaps->VS20Caps.Caps = 0;
4763 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4764 pCaps->VS20Caps.NumTemps = 0;
4765 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4766
4767 pCaps->MaxVShaderInstructionsExecuted = 0;
4768 pCaps->MaxVertexShader30InstructionSlots = 0;
4769 }
4770
4771 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4772 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4773 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4774
4775 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4776 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4777 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4778 WINED3DPS20CAPS_PREDICATION |
4779 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4780 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4781 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4782 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4783 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4784 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4785
4786 pCaps->MaxPShaderInstructionsExecuted = 65535;
4787 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4788 adapter->gl_info.limits.arb_ps_instructions);
4789 }
4790 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4791 {
4792 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4793 pCaps->PS20Caps.Caps = 0;
4794 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4795 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4796 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4797 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4798
4799 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4800 pCaps->MaxPixelShader30InstructionSlots = 0;
4801 } else { /* PS 1.x */
4802 pCaps->PS20Caps.Caps = 0;
4803 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4804 pCaps->PS20Caps.NumTemps = 0;
4805 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4806 pCaps->PS20Caps.NumInstructionSlots = 0;
4807
4808 pCaps->MaxPShaderInstructionsExecuted = 0;
4809 pCaps->MaxPixelShader30InstructionSlots = 0;
4810 }
4811
4812 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4813 /* OpenGL supports all the formats below, perhaps not always
4814 * without conversion, but it supports them.
4815 * Further GLSL doesn't seem to have an official unsigned type so
4816 * don't advertise it yet as I'm not sure how we handle it.
4817 * We might need to add some clamping in the shader engine to
4818 * support it.
4819 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4820 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4821 WINED3DDTCAPS_UBYTE4N |
4822 WINED3DDTCAPS_SHORT2N |
4823 WINED3DDTCAPS_SHORT4N;
4824 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4825 {
4826 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4827 WINED3DDTCAPS_FLOAT16_4;
4828 }
4829 } else
4830 pCaps->DeclTypes = 0;
4831
4832 /* Set DirectDraw helper Caps */
4833 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4834 WINEDDCKEYCAPS_SRCBLT;
4835 fx_caps = WINEDDFXCAPS_BLTALPHA |
4836 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4837 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4838 WINEDDFXCAPS_BLTROTATION90 |
4839 WINEDDFXCAPS_BLTSHRINKX |
4840 WINEDDFXCAPS_BLTSHRINKXN |
4841 WINEDDFXCAPS_BLTSHRINKY |
4842 WINEDDFXCAPS_BLTSHRINKXN |
4843 WINEDDFXCAPS_BLTSTRETCHX |
4844 WINEDDFXCAPS_BLTSTRETCHXN |
4845 WINEDDFXCAPS_BLTSTRETCHY |
4846 WINEDDFXCAPS_BLTSTRETCHYN;
4847 blit_caps = WINEDDCAPS_BLT |
4848 WINEDDCAPS_BLTCOLORFILL |
4849 WINEDDCAPS_BLTDEPTHFILL |
4850 WINEDDCAPS_BLTSTRETCH |
4851 WINEDDCAPS_CANBLTSYSMEM |
4852 WINEDDCAPS_CANCLIP |
4853 WINEDDCAPS_CANCLIPSTRETCHED |
4854 WINEDDCAPS_COLORKEY |
4855 WINEDDCAPS_COLORKEYHWASSIST |
4856 WINEDDCAPS_ALIGNBOUNDARYSRC;
4857 pal_caps = WINEDDPCAPS_8BIT |
4858 WINEDDPCAPS_PRIMARYSURFACE;
4859
4860 /* Fill the ddraw caps structure */
4861 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4862 WINEDDCAPS_PALETTE |
4863 blit_caps;
4864 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4865 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4866 WINEDDCAPS2_PRIMARYGAMMA |
4867 WINEDDCAPS2_WIDESURFACES |
4868 WINEDDCAPS2_CANRENDERWINDOWED;
4869 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4870 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4871 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4872 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4873 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4874 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4875 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4876 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4877 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4878 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4879 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4880 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4881
4882 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4883 WINEDDSCAPS_BACKBUFFER |
4884 WINEDDSCAPS_FLIP |
4885 WINEDDSCAPS_FRONTBUFFER |
4886 WINEDDSCAPS_OFFSCREENPLAIN |
4887 WINEDDSCAPS_PALETTE |
4888 WINEDDSCAPS_PRIMARYSURFACE |
4889 WINEDDSCAPS_SYSTEMMEMORY |
4890 WINEDDSCAPS_VIDEOMEMORY |
4891 WINEDDSCAPS_VISIBLE;
4892 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4893
4894 /* Set D3D caps if OpenGL is available. */
4895 if (adapter->opengl)
4896 {
4897 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4898 WINEDDSCAPS_MIPMAP |
4899 WINEDDSCAPS_TEXTURE |
4900 WINEDDSCAPS_ZBUFFER;
4901 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4902 }
4903
4904 return WINED3D_OK;
4905 }
4906
4907 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4908 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4909 {
4910 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4911 IWineD3DDeviceImpl *object;
4912 HRESULT hr;
4913
4914 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4915 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4916
4917 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4918 * number and create a device without a 3D adapter for 2D only operation. */
4919 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4920 {
4921 return WINED3DERR_INVALIDCALL;
4922 }
4923
4924 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4925 if (!object)
4926 {
4927 ERR("Failed to allocate device memory.\n");
4928 return E_OUTOFMEMORY;
4929 }
4930
4931 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4932 if (FAILED(hr))
4933 {
4934 WARN("Failed to initialize device, hr %#x.\n", hr);
4935 HeapFree(GetProcessHeap(), 0, object);
4936 return hr;
4937 }
4938
4939 TRACE("Created device %p.\n", object);
4940 *device = (IWineD3DDevice *)object;
4941
4942 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4943
4944 return WINED3D_OK;
4945 }
4946
4947 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4948 {
4949 TRACE("iface %p.\n", iface);
4950
4951 return ((IWineD3DImpl *)iface)->parent;
4952 }
4953
4954 static void WINE_GLAPI invalid_func(const void *data)
4955 {
4956 ERR("Invalid vertex attribute function called\n");
4957 DebugBreak();
4958 }
4959
4960 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4961 {
4962 ERR("Invalid texcoord function called\n");
4963 DebugBreak();
4964 }
4965
4966 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4967 * the extension detection and are used in drawStridedSlow
4968 */
4969 static void WINE_GLAPI position_d3dcolor(const void *data)
4970 {
4971 DWORD pos = *((const DWORD *)data);
4972
4973 FIXME("Add a test for fixed function position from d3dcolor type\n");
4974 glVertex4s(D3DCOLOR_B_R(pos),
4975 D3DCOLOR_B_G(pos),
4976 D3DCOLOR_B_B(pos),
4977 D3DCOLOR_B_A(pos));
4978 }
4979
4980 static void WINE_GLAPI position_float4(const void *data)
4981 {
4982 const GLfloat *pos = data;
4983
4984 if (pos[3] != 0.0f && pos[3] != 1.0f)
4985 {
4986 float w = 1.0f / pos[3];
4987
4988 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4989 }
4990 else
4991 {
4992 glVertex3fv(pos);
4993 }
4994 }
4995
4996 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4997 {
4998 DWORD diffuseColor = *((const DWORD *)data);
4999
5000 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5001 D3DCOLOR_B_G(diffuseColor),
5002 D3DCOLOR_B_B(diffuseColor),
5003 D3DCOLOR_B_A(diffuseColor));
5004 }
5005
5006 static void WINE_GLAPI specular_d3dcolor(const void *data)
5007 {
5008 DWORD specularColor = *((const DWORD *)data);
5009 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5010 D3DCOLOR_B_G(specularColor),
5011 D3DCOLOR_B_B(specularColor)};
5012
5013 specular_func_3ubv(d);
5014 }
5015
5016 static void WINE_GLAPI warn_no_specular_func(const void *data)
5017 {
5018 WARN("GL_EXT_secondary_color not supported\n");
5019 }
5020
5021 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5022 {
5023 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5024 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5025 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5026 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5027 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5028 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5029 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5030 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5031 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5032 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5033 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5034 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5035 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5036 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5037 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5038 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5039 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5040
5041 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5042 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5043 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5044 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5045 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5046 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5047 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5048 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5049 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5050 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5051 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5052 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5053 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5054 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5055 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5056 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5057 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5058
5059 /* No 4 component entry points here */
5060 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5061 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5062 if (gl_info->supported[EXT_SECONDARY_COLOR])
5063 {
5064 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5065 }
5066 else
5067 {
5068 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5069 }
5070 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5071 if (gl_info->supported[EXT_SECONDARY_COLOR])
5072 {
5073 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5074 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5075 }
5076 else
5077 {
5078 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5079 }
5080 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5081 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5082 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5083 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5084 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5085 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5086 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5087 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5089 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5090 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5091 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5092
5093 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5094 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5095 */
5096 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5097 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5098 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5099 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5100 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5101 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5102 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5103 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5104 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5105 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5106 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5107 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5108 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5109 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5110 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5111 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5112 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5113
5114 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5115 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5116 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5117 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5118 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5119 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5124 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5125 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5126 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5129 if (gl_info->supported[NV_HALF_FLOAT])
5130 {
5131 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5132 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5133 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5134 } else {
5135 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5136 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5137 }
5138 }
5139
5140 /* Do not call while under the GL lock. */
5141 static BOOL InitAdapters(IWineD3DImpl *This)
5142 {
5143 static HMODULE mod_gl;
5144 BOOL ret;
5145 int ps_selected_mode, vs_selected_mode;
5146
5147 /* No need to hold any lock. The calling library makes sure only one thread calls
5148 * wined3d simultaneously
5149 */
5150
5151 TRACE("Initializing adapters\n");
5152
5153 if(!mod_gl) {
5154 #ifdef USE_WIN32_OPENGL
5155 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5156 mod_gl = LoadLibraryA("opengl32.dll");
5157 if(!mod_gl) {
5158 ERR("Can't load opengl32.dll!\n");
5159 goto nogl_adapter;
5160 }
5161 #else
5162 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5163 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5164 mod_gl = GetModuleHandleA("gdi32.dll");
5165 #endif
5166 }
5167
5168 /* Load WGL core functions from opengl32.dll */
5169 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5170 WGL_FUNCS_GEN;
5171 #undef USE_WGL_FUNC
5172
5173 if(!pwglGetProcAddress) {
5174 ERR("Unable to load wglGetProcAddress!\n");
5175 goto nogl_adapter;
5176 }
5177
5178 /* Dynamically load all GL core functions */
5179 GL_FUNCS_GEN;
5180 #undef USE_GL_FUNC
5181
5182 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5183 * otherwise because we have to use winex11.drv's override
5184 */
5185 #ifdef USE_WIN32_OPENGL
5186 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5187 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5188 #else
5189 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5190 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5191 #endif
5192
5193 glEnableWINE = glEnable;
5194 glDisableWINE = glDisable;
5195
5196 /* For now only one default adapter */
5197 {
5198 struct wined3d_adapter *adapter = &This->adapters[0];
5199 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5200 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5201 int iPixelFormat;
5202 int res;
5203 int i;
5204 WineD3D_PixelFormat *cfgs;
5205 DISPLAY_DEVICEW DisplayDevice;
5206 HDC hdc;
5207
5208 TRACE("Initializing default adapter\n");
5209 adapter->ordinal = 0;
5210 adapter->monitorPoint.x = -1;
5211 adapter->monitorPoint.y = -1;
5212
5213 if (!AllocateLocallyUniqueId(&adapter->luid))
5214 {
5215 DWORD err = GetLastError();
5216 ERR("Failed to set adapter LUID (%#x).\n", err);
5217 goto nogl_adapter;
5218 }
5219 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5220 adapter->luid.HighPart, adapter->luid.LowPart);
5221
5222 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5223 {
5224 ERR("Failed to get a gl context for default adapter\n");
5225 goto nogl_adapter;
5226 }
5227
5228 ret = IWineD3DImpl_FillGLCaps(adapter);
5229 if(!ret) {
5230 ERR("Failed to initialize gl caps for default adapter\n");
5231 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5232 goto nogl_adapter;
5233 }
5234 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5235 if(!ret) {
5236 ERR("Failed to init gl formats\n");
5237 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5238 goto nogl_adapter;
5239 }
5240
5241 hdc = fake_gl_ctx.dc;
5242
5243 adapter->TextureRam = adapter->driver_info.vidmem;
5244 adapter->UsedTextureRam = 0;
5245 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5246
5247 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5248 DisplayDevice.cb = sizeof(DisplayDevice);
5249 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5250 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5251 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5252
5253 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5254 {
5255 int attribute;
5256 int attribs[11];
5257 int values[11];
5258 int nAttribs = 0;
5259
5260 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5261 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5262
5263 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5264 cfgs = adapter->cfgs;
5265 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5266 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5267 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5268 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5269 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5270 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5271 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5272 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5273 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5274 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5275 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5276
5277 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5278 {
5279 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5280
5281 if(!res)
5282 continue;
5283
5284 /* Cache the pixel format */
5285 cfgs->iPixelFormat = iPixelFormat;
5286 cfgs->redSize = values[0];
5287 cfgs->greenSize = values[1];
5288 cfgs->blueSize = values[2];
5289 cfgs->alphaSize = values[3];
5290 cfgs->colorSize = values[4];
5291 cfgs->depthSize = values[5];
5292 cfgs->stencilSize = values[6];
5293 cfgs->windowDrawable = values[7];
5294 cfgs->iPixelType = values[8];
5295 cfgs->doubleBuffer = values[9];
5296 cfgs->auxBuffers = values[10];
5297
5298 cfgs->numSamples = 0;
5299 /* Check multisample support */
5300 if (gl_info->supported[ARB_MULTISAMPLE])
5301 {
5302 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5303 int value[2];
5304 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5305 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5306 * value[1] = number of multi sample buffers*/
5307 if(value[0])
5308 cfgs->numSamples = value[1];
5309 }
5310 }
5311
5312 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5313 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5314 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5315 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5316 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5317 cfgs++;
5318 }
5319 }
5320 else
5321 {
5322 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5323 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5324 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5325
5326 cfgs = adapter->cfgs;
5327 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5328 {
5329 PIXELFORMATDESCRIPTOR ppfd;
5330
5331 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5332 if(!res)
5333 continue;
5334
5335 /* We only want HW acceleration using an OpenGL ICD driver.
5336 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5337 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5338 */
5339 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5340 {
5341 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5342 continue;
5343 }
5344
5345 cfgs->iPixelFormat = iPixelFormat;
5346 cfgs->redSize = ppfd.cRedBits;
5347 cfgs->greenSize = ppfd.cGreenBits;
5348 cfgs->blueSize = ppfd.cBlueBits;
5349 cfgs->alphaSize = ppfd.cAlphaBits;
5350 cfgs->colorSize = ppfd.cColorBits;
5351 cfgs->depthSize = ppfd.cDepthBits;
5352 cfgs->stencilSize = ppfd.cStencilBits;
5353 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5354 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5355 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5356 cfgs->auxBuffers = ppfd.cAuxBuffers;
5357 cfgs->numSamples = 0;
5358
5359 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5360 "depth=%d, stencil=%d, windowDrawable=%d\n",
5361 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5362 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5363 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5364 cfgs++;
5365 adapter->nCfgs++;
5366 }
5367
5368 /* 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 */
5369 if(!adapter->nCfgs)
5370 {
5371 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5372
5373 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5374 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5375 goto nogl_adapter;
5376 }
5377 }
5378
5379 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5380 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5381 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5382 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5383 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5384 * driver is allowed to consume more bits EXCEPT for stencil bits.
5385 *
5386 * Mark an adapter with this broken stencil behavior.
5387 */
5388 adapter->brokenStencil = TRUE;
5389 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5390 {
5391 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5392 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5393 adapter->brokenStencil = FALSE;
5394 break;
5395 }
5396 }
5397
5398 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5399
5400 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5401 fillGLAttribFuncs(&adapter->gl_info);
5402 adapter->opengl = TRUE;
5403 }
5404 This->adapter_count = 1;
5405 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5406
5407 return TRUE;
5408
5409 nogl_adapter:
5410 /* Initialize an adapter for ddraw-only memory counting */
5411 memset(This->adapters, 0, sizeof(This->adapters));
5412 This->adapters[0].ordinal = 0;
5413 This->adapters[0].opengl = FALSE;
5414 This->adapters[0].monitorPoint.x = -1;
5415 This->adapters[0].monitorPoint.y = -1;
5416
5417 This->adapters[0].driver_info.name = "Display";
5418 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5419 if(wined3d_settings.emulated_textureram) {
5420 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5421 } else {
5422 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5423 }
5424
5425 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5426
5427 This->adapter_count = 1;
5428 return FALSE;
5429 }
5430
5431 /**********************************************************
5432 * IWineD3D VTbl follows
5433 **********************************************************/
5434
5435 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5436 {
5437 /* IUnknown */
5438 IWineD3DImpl_QueryInterface,
5439 IWineD3DImpl_AddRef,
5440 IWineD3DImpl_Release,
5441 /* IWineD3D */
5442 IWineD3DImpl_GetParent,
5443 IWineD3DImpl_GetAdapterCount,
5444 IWineD3DImpl_RegisterSoftwareDevice,
5445 IWineD3DImpl_GetAdapterMonitor,
5446 IWineD3DImpl_GetAdapterModeCount,
5447 IWineD3DImpl_EnumAdapterModes,
5448 IWineD3DImpl_GetAdapterDisplayMode,
5449 IWineD3DImpl_GetAdapterIdentifier,
5450 IWineD3DImpl_CheckDeviceMultiSampleType,
5451 IWineD3DImpl_CheckDepthStencilMatch,
5452 IWineD3DImpl_CheckDeviceType,
5453 IWineD3DImpl_CheckDeviceFormat,
5454 IWineD3DImpl_CheckDeviceFormatConversion,
5455 IWineD3DImpl_GetDeviceCaps,
5456 IWineD3DImpl_CreateDevice
5457 };
5458
5459 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5460
5461 const struct wined3d_parent_ops wined3d_null_parent_ops =
5462 {
5463 wined3d_null_wined3d_object_destroyed,
5464 };
5465
5466 /* Do not call while under the GL lock. */
5467 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5468 {
5469 wined3d->lpVtbl = &IWineD3D_Vtbl;
5470 wined3d->dxVersion = version;
5471 wined3d->ref = 1;
5472 wined3d->parent = parent;
5473
5474 if (!InitAdapters(wined3d))
5475 {
5476 WARN("Failed to initialize adapters.\n");
5477 if (version > 7)
5478 {
5479 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5480 return E_FAIL;
5481 }
5482 }
5483
5484 return WINED3D_OK;
5485 }