Merging r37048, r37051, r37052, r37055 from the-real-msvc branch
[reactos.git] / reactos / dll / directx / wine / wined3d / directx.c
1 /*
2 * IWineD3D implementation
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 /* Compile time diagnostics: */
26
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
31
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
38
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
41
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
54
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
62
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
141 };
142
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
146
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
150
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
160
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 };
168
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 };
173
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180
181 /**
182 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183 * i.e., there is no GL Context - Get a default rendering context to enable the
184 * function query some info from GL.
185 */
186
187 static int wined3d_fake_gl_context_ref = 0;
188 static BOOL wined3d_fake_gl_context_foreign;
189 static BOOL wined3d_fake_gl_context_available = FALSE;
190 static HDC wined3d_fake_gl_context_hdc = NULL;
191 static HWND wined3d_fake_gl_context_hwnd = NULL;
192
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
195 {
196 0, 0, &wined3d_fake_gl_context_cs,
197 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
200 };
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
202
203 static void WineD3D_ReleaseFakeGLContext(void) {
204 HGLRC glCtx;
205
206 EnterCriticalSection(&wined3d_fake_gl_context_cs);
207
208 if(!wined3d_fake_gl_context_available) {
209 TRACE_(d3d_caps)("context not available\n");
210 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211 return;
212 }
213
214 glCtx = pwglGetCurrentContext();
215
216 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217 if (0 == (--wined3d_fake_gl_context_ref) ) {
218 if(!wined3d_fake_gl_context_foreign && glCtx) {
219 TRACE_(d3d_caps)("destroying fake GL context\n");
220 pwglMakeCurrent(NULL, NULL);
221 //ros hack, this line does destire the real icd interface in windows and reactos
222 // pwglDeleteContext(glCtx);
223 }
224 if(wined3d_fake_gl_context_hdc)
225 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
226 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
227 if(wined3d_fake_gl_context_hwnd)
228 DestroyWindow(wined3d_fake_gl_context_hwnd);
229 wined3d_fake_gl_context_hwnd = NULL;
230 wined3d_fake_gl_context_available = FALSE;
231 }
232 assert(wined3d_fake_gl_context_ref >= 0);
233
234 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
235 }
236
237 static BOOL WineD3D_CreateFakeGLContext(void) {
238 HGLRC glCtx = NULL;
239
240 EnterCriticalSection(&wined3d_fake_gl_context_cs);
241
242 TRACE("getting context...\n");
243 if(wined3d_fake_gl_context_ref > 0) goto ret;
244 assert(0 == wined3d_fake_gl_context_ref);
245
246 wined3d_fake_gl_context_foreign = TRUE;
247
248 glCtx = pwglGetCurrentContext();
249 if (!glCtx) {
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
252
253 wined3d_fake_gl_context_foreign = FALSE;
254
255 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
256 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
257 if(!wined3d_fake_gl_context_hwnd) {
258 ERR("HWND creation failed!\n");
259 goto fail;
260 }
261 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
262 if(!wined3d_fake_gl_context_hdc) {
263 ERR("GetDC failed!\n");
264 goto fail;
265 }
266
267 /* PixelFormat selection */
268 ZeroMemory(&pfd, sizeof(pfd));
269 pfd.nSize = sizeof(pfd);
270 pfd.nVersion = 1;
271 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
272 pfd.iPixelType = PFD_TYPE_RGBA;
273 pfd.cColorBits = 32;
274 pfd.iLayerType = PFD_MAIN_PLANE;
275
276 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
277 if(!iPixelFormat) {
278 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
279 ERR("Can't find a suitable iPixelFormat\n");
280 goto fail;
281 }
282 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
283 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284
285 /* Create a GL context */
286 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
287 if (!glCtx) {
288 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
289 goto fail;
290 }
291
292 /* Make it the current GL context */
293 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
294 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
295 goto fail;
296 }
297 }
298
299 ret:
300 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
301 wined3d_fake_gl_context_ref++;
302 wined3d_fake_gl_context_available = TRUE;
303 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
304 return TRUE;
305 fail:
306 if(wined3d_fake_gl_context_hdc)
307 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
308 wined3d_fake_gl_context_hdc = NULL;
309 if(wined3d_fake_gl_context_hwnd)
310 DestroyWindow(wined3d_fake_gl_context_hwnd);
311 wined3d_fake_gl_context_hwnd = NULL;
312 if(glCtx) pwglDeleteContext(glCtx);
313 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314 return FALSE;
315 }
316
317 /* Adjust the amount of used texture memory */
318 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
319 UINT Adapter = D3DDevice->adapterNo;
320
321 Adapters[Adapter].UsedTextureRam += glram;
322 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
323 return Adapters[Adapter].UsedTextureRam;
324 }
325
326 /**********************************************************
327 * IUnknown parts follows
328 **********************************************************/
329
330 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 {
332 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333
334 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335 if (IsEqualGUID(riid, &IID_IUnknown)
336 || IsEqualGUID(riid, &IID_IWineD3DBase)
337 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
338 IUnknown_AddRef(iface);
339 *ppobj = This;
340 return S_OK;
341 }
342 *ppobj = NULL;
343 return E_NOINTERFACE;
344 }
345
346 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
347 IWineD3DImpl *This = (IWineD3DImpl *)iface;
348 ULONG refCount = InterlockedIncrement(&This->ref);
349
350 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
351 return refCount;
352 }
353
354 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
355 IWineD3DImpl *This = (IWineD3DImpl *)iface;
356 ULONG ref;
357 TRACE("(%p) : Releasing from %d\n", This, This->ref);
358 ref = InterlockedDecrement(&This->ref);
359 if (ref == 0) {
360 HeapFree(GetProcessHeap(), 0, This);
361 }
362
363 return ref;
364 }
365
366 /* Set the shader type for this device, depending on the given capabilities,
367 * the device type, and the user preferences in wined3d_settings */
368
369 void select_shader_mode(
370 WineD3D_GL_Info *gl_info,
371 WINED3DDEVTYPE DeviceType,
372 int* ps_selected,
373 int* vs_selected) {
374
375 if (wined3d_settings.vs_mode == VS_NONE) {
376 *vs_selected = SHADER_NONE;
377 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
378 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
379 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
380 * shaders only on this card. */
381 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
382 *vs_selected = SHADER_ARB;
383 else
384 *vs_selected = SHADER_GLSL;
385 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
386 *vs_selected = SHADER_ARB;
387 } else {
388 *vs_selected = SHADER_NONE;
389 }
390
391 if (wined3d_settings.ps_mode == PS_NONE) {
392 *ps_selected = SHADER_NONE;
393 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
394 *ps_selected = SHADER_GLSL;
395 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
396 *ps_selected = SHADER_ARB;
397 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
398 *ps_selected = SHADER_ATI;
399 } else {
400 *ps_selected = SHADER_NONE;
401 }
402 }
403
404 /** Select the number of report maximum shader constants based on the selected shader modes */
405 static void select_shader_max_constants(
406 int ps_selected_mode,
407 int vs_selected_mode,
408 WineD3D_GL_Info *gl_info) {
409
410 switch (vs_selected_mode) {
411 case SHADER_GLSL:
412 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
413 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
414 break;
415 case SHADER_ARB:
416 /* We have to subtract any other PARAMs that we might use in our shader programs.
417 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
418 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
419 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
420 break;
421 default:
422 gl_info->max_vshader_constantsF = 0;
423 break;
424 }
425
426 switch (ps_selected_mode) {
427 case SHADER_GLSL:
428 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
429 * In theory the texbem instruction may need one more shader constant too. But lets assume
430 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
431 * and lets not take away a uniform needlessly from all other shaders.
432 */
433 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
434 break;
435 case SHADER_ARB:
436 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
437 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438 */
439 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
440 break;
441 default:
442 gl_info->max_pshader_constantsF = 0;
443 break;
444 }
445 }
446
447 /**********************************************************
448 * IWineD3D parts follows
449 **********************************************************/
450
451 #define GLINFO_LOCATION (*gl_info)
452 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
453 GLuint prog;
454 BOOL ret = FALSE;
455 const char *testcode =
456 "!!ARBvp1.0\n"
457 "PARAM C[66] = { program.env[0..65] };\n"
458 "ADDRESS A0;"
459 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
460 "ARL A0.x, zero.x;\n"
461 "MOV result.position, C[A0.x + 65];\n"
462 "END\n";
463
464 while(glGetError());
465 GL_EXTCALL(glGenProgramsARB(1, &prog));
466 if(!prog) {
467 ERR("Failed to create an ARB offset limit test program\n");
468 }
469 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
470 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
471 strlen(testcode), testcode));
472 if(glGetError() != 0) {
473 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
474 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
475 ret = TRUE;
476 } else TRACE("OpenGL implementation allows offsets > 63\n");
477
478 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
479 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
480 checkGLcall("ARB vp offset limit test cleanup\n");
481
482 return ret;
483 }
484
485 static DWORD ver_for_ext(GL_SupportedExt ext)
486 {
487 unsigned int i;
488 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
489 if(EXTENSION_MAP[i].extension == ext) {
490 return EXTENSION_MAP[i].version;
491 }
492 }
493 return 0;
494 }
495
496 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
497 const char *GL_Extensions = NULL;
498 const char *WGL_Extensions = NULL;
499 const char *gl_string = NULL;
500 const char *gl_string_cursor = NULL;
501 GLint gl_max;
502 GLfloat gl_floatv[2];
503 int major = 1, minor = 0;
504 BOOL return_value = TRUE;
505 unsigned i;
506 HDC hdc;
507 unsigned int vidmem=0;
508
509 TRACE_(d3d_caps)("(%p)\n", gl_info);
510
511 ENTER_GL();
512
513 gl_string = (const char *) glGetString(GL_RENDERER);
514 if (NULL == gl_string)
515 gl_string = "None";
516 strcpy(gl_info->gl_renderer, gl_string);
517
518 gl_string = (const char *) glGetString(GL_VENDOR);
519 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
520 if (gl_string != NULL) {
521 /* Fill in the GL vendor */
522 if (strstr(gl_string, "NVIDIA")) {
523 gl_info->gl_vendor = VENDOR_NVIDIA;
524 } else if (strstr(gl_string, "ATI")) {
525 gl_info->gl_vendor = VENDOR_ATI;
526 } else if (strstr(gl_string, "Intel(R)") ||
527 strstr(gl_info->gl_renderer, "Intel(R)") ||
528 strstr(gl_string, "Intel Inc.")) {
529 gl_info->gl_vendor = VENDOR_INTEL;
530 } else if (strstr(gl_string, "Mesa")) {
531 gl_info->gl_vendor = VENDOR_MESA;
532 } else {
533 gl_info->gl_vendor = VENDOR_WINE;
534 }
535 } else {
536 gl_info->gl_vendor = VENDOR_WINE;
537 }
538
539
540 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541
542 /* Parse the GL_VERSION field into major and minor information */
543 gl_string = (const char *) glGetString(GL_VERSION);
544 if (gl_string != NULL) {
545
546 /* First, parse the generic opengl version. This is supposed not to be convoluted with
547 * driver specific information
548 */
549 gl_string_cursor = gl_string;
550 major = atoi(gl_string_cursor);
551 if(major <= 0) {
552 ERR("Invalid opengl major version: %d\n", major);
553 }
554 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
555 ++gl_string_cursor;
556 }
557 if (*gl_string_cursor++ != '.') {
558 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559 }
560 minor = atoi(gl_string_cursor);
561 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
562 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563
564 /* Now parse the driver specific string which we'll report to the app */
565 switch (gl_info->gl_vendor) {
566 case VENDOR_NVIDIA:
567 gl_string_cursor = strstr(gl_string, "NVIDIA");
568 if (!gl_string_cursor) {
569 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570 break;
571 }
572
573 gl_string_cursor = strstr(gl_string_cursor, " ");
574 if (!gl_string_cursor) {
575 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
576 break;
577 }
578
579 while (*gl_string_cursor == ' ') {
580 ++gl_string_cursor;
581 }
582
583 if (!*gl_string_cursor) {
584 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585 break;
586 }
587
588 major = atoi(gl_string_cursor);
589 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
590 ++gl_string_cursor;
591 }
592
593 if (*gl_string_cursor++ != '.') {
594 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
595 break;
596 }
597
598 minor = atoi(gl_string_cursor);
599 minor = major*100+minor;
600 major = 10;
601
602 break;
603
604 case VENDOR_ATI:
605 major = minor = 0;
606 gl_string_cursor = strchr(gl_string, '-');
607 if (gl_string_cursor) {
608 int error = 0;
609 gl_string_cursor++;
610
611 /* Check if version number is of the form x.y.z */
612 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
615 error = 1;
616 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
619 error = 1;
620
621 /* Mark version number as malformed */
622 if (error)
623 gl_string_cursor = 0;
624 }
625
626 if (!gl_string_cursor)
627 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
628 else {
629 major = *gl_string_cursor - '0';
630 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631 }
632 break;
633
634 case VENDOR_INTEL:
635 /* Apple and Mesa version strings look differently, but both provide intel drivers */
636 if(strstr(gl_string, "APPLE")) {
637 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
638 * We only need the first part, and use the APPLE as identification
639 * "1.2 APPLE-1.4.56"
640 */
641 gl_string_cursor = gl_string;
642 major = atoi(gl_string_cursor);
643 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
644 ++gl_string_cursor;
645 }
646
647 if (*gl_string_cursor++ != '.') {
648 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
649 break;
650 }
651
652 minor = atoi(gl_string_cursor);
653 break;
654 }
655
656 case VENDOR_MESA:
657 gl_string_cursor = strstr(gl_string, "Mesa");
658 gl_string_cursor = strstr(gl_string_cursor, " ");
659 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
660 if (*gl_string_cursor) {
661 char tmp[16];
662 int cursor = 0;
663
664 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
665 tmp[cursor++] = *gl_string_cursor;
666 ++gl_string_cursor;
667 }
668 tmp[cursor] = 0;
669 major = atoi(tmp);
670
671 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
672 ++gl_string_cursor;
673
674 cursor = 0;
675 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
676 tmp[cursor++] = *gl_string_cursor;
677 ++gl_string_cursor;
678 }
679 tmp[cursor] = 0;
680 minor = atoi(tmp);
681 }
682 break;
683
684 default:
685 major = 0;
686 minor = 9;
687 }
688 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
689 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
690 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
692 } else {
693 FIXME("OpenGL driver did not return version information\n");
694 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
695 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
696 }
697
698 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
699
700 /*
701 * Initialize openGL extension related variables
702 * with Default values
703 */
704 memset(gl_info->supported, 0, sizeof(gl_info->supported));
705 gl_info->max_buffers = 1;
706 gl_info->max_textures = 1;
707 gl_info->max_texture_stages = 1;
708 gl_info->max_fragment_samplers = 1;
709 gl_info->max_vertex_samplers = 0;
710 gl_info->max_combined_samplers = 0;
711 gl_info->max_sampler_stages = 1;
712 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
713 gl_info->ps_arb_max_temps = 0;
714 gl_info->ps_arb_max_instructions = 0;
715 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_arb_max_temps = 0;
717 gl_info->vs_arb_max_instructions = 0;
718 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
720 gl_info->vs_glsl_constantsF = 0;
721 gl_info->ps_glsl_constantsF = 0;
722 gl_info->vs_arb_constantsF = 0;
723 gl_info->ps_arb_constantsF = 0;
724
725 /* Retrieve opengl defaults */
726 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
727 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
728 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729
730 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
731 gl_info->max_lights = gl_max;
732 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733
734 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
735 gl_info->max_texture_size = gl_max;
736 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737
738 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
739 gl_info->max_pointsizemin = gl_floatv[0];
740 gl_info->max_pointsize = gl_floatv[1];
741 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742
743 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
744 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
745 TRACE_(d3d_caps)("GL_Extensions reported:\n");
746
747 if (NULL == GL_Extensions) {
748 ERR(" GL_Extensions returns NULL\n");
749 } else {
750 while (*GL_Extensions != 0x00) {
751 const char *Start;
752 char ThisExtn[256];
753 size_t len;
754
755 while (isspace(*GL_Extensions)) GL_Extensions++;
756 Start = GL_Extensions;
757 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
758 GL_Extensions++;
759 }
760
761 len = GL_Extensions - Start;
762 if (len == 0 || len >= sizeof(ThisExtn))
763 continue;
764
765 memcpy(ThisExtn, Start, len);
766 ThisExtn[len] = '\0';
767 TRACE_(d3d_caps)("- %s\n", ThisExtn);
768
769 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
770 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
771 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
772 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
773 break;
774 }
775 }
776 }
777
778 LEAVE_GL();
779
780 /* Now work out what GL support this card really has */
781 #define USE_GL_FUNC(type, pfn, ext, replace) { \
782 DWORD ver = ver_for_ext(ext); \
783 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
784 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
785 else gl_info->pfn = NULL; \
786 }
787 GL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
789
790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791 WGL_EXT_FUNCS_GEN;
792 #undef USE_GL_FUNC
793
794 ENTER_GL();
795 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
796 * loading the functions, otherwise the code above will load the extension entry points instead of the
797 * core functions, which may not work
798 */
799 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
800 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
801 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
802 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
803 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
804 }
805 }
806
807 if (gl_info->supported[APPLE_FENCE]) {
808 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
809 * The apple extension interacts with some other apple exts. Disable the NV
810 * extension if the apple one is support to prevent confusion in other parts
811 * of the code
812 */
813 gl_info->supported[NV_FENCE] = FALSE;
814 }
815 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
816 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817 *
818 * The enums are the same:
819 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
820 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
821 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
822 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
823 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
824 */
825 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828 }
829 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
830 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
831 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
832 }
833 }
834 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
835 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
836 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837 }
838 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
839 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
840 * Won't occur in any real world situation though
841 */
842 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
843 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
844 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
845 * are supported. The nv extensions provide the same functionality as the
846 * ATI one, and a bit more(signed pixelformats)
847 */
848 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
849 }
850 }
851 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
852 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
853 gl_info->max_buffers = gl_max;
854 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
855 }
856 if (gl_info->supported[ARB_MULTITEXTURE]) {
857 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
858 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
860
861 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
864 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
865 } else {
866 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
867 }
868 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
869
870 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
874 } else {
875 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
876 }
877 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
878
879 if (gl_info->supported[ARB_VERTEX_SHADER]) {
880 GLint tmp;
881 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882 gl_info->max_vertex_samplers = tmp;
883 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
884 gl_info->max_combined_samplers = tmp;
885
886 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
887 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
888 * an issue because then the sampler setup only depends on the two shaders. If a pixel
889 * shader is used with fixed function vertex processing we're fine too because fixed function
890 * vertex processing doesn't use any samplers. If fixed function fragment processing is
891 * used we have to make sure that all vertex sampler setups are valid together with all
892 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
893 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
894 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
895 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
896 * a fixed function pipeline anymore.
897 *
898 * So this is just a check to check that our assumption holds true. If not, write a warning
899 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
900 */
901 if(gl_info->max_vertex_samplers &&
902 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
903 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
904 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
905 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
906 if( gl_info->max_combined_samplers > MAX_TEXTURES )
907 gl_info->max_vertex_samplers =
908 gl_info->max_combined_samplers - MAX_TEXTURES;
909 else
910 gl_info->max_vertex_samplers = 0;
911 }
912 } else {
913 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
914 }
915 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
916 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
917 }
918 if (gl_info->supported[ARB_VERTEX_BLEND]) {
919 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
920 gl_info->max_blends = gl_max;
921 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
922 }
923 if (gl_info->supported[EXT_TEXTURE3D]) {
924 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
925 gl_info->max_texture3d_size = gl_max;
926 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
927 }
928 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
929 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
930 gl_info->max_anisotropy = gl_max;
931 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
932 }
933 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
934 gl_info->ps_arb_version = PS_VERSION_11;
935 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
936 gl_info->ps_arb_constantsF = gl_max;
937 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
938 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
939 gl_info->ps_arb_max_temps = gl_max;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
941 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
942 gl_info->ps_arb_max_instructions = gl_max;
943 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
944 }
945 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
946 gl_info->vs_arb_version = VS_VERSION_11;
947 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
948 gl_info->vs_arb_constantsF = gl_max;
949 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
950 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
951 gl_info->vs_arb_max_temps = gl_max;
952 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
953 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
954 gl_info->vs_arb_max_instructions = gl_max;
955 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
956
957 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
958 }
959 if (gl_info->supported[ARB_VERTEX_SHADER]) {
960 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
961 gl_info->vs_glsl_constantsF = gl_max / 4;
962 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
963 }
964 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
965 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
966 gl_info->ps_glsl_constantsF = gl_max / 4;
967 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
968 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
969 gl_info->max_glsl_varyings = gl_max;
970 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
971 }
972 if (gl_info->supported[EXT_VERTEX_SHADER]) {
973 gl_info->vs_ati_version = VS_VERSION_11;
974 }
975 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
976 gl_info->vs_nv_version = VS_VERSION_30;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
978 gl_info->vs_nv_version = VS_VERSION_20;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
980 gl_info->vs_nv_version = VS_VERSION_11;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
982 gl_info->vs_nv_version = VS_VERSION_10;
983 }
984 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
985 gl_info->ps_nv_version = PS_VERSION_30;
986 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
987 gl_info->ps_nv_version = PS_VERSION_20;
988 }
989 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
990 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
991 } else {
992 gl_info->max_shininess = 128.0;
993 }
994 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
995 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
996 * This saves a few redundant glDisable calls
997 */
998 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
999 }
1000 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1001 /* Disable NV_register_combiners and fragment shader if this is supported.
1002 * generally the NV extensions are preferred over the ATI ones, and this
1003 * extension is disabled if register_combiners and texture_shader2 are both
1004 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1005 * fragment processing support
1006 */
1007 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1008 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1011 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1012 }
1013
1014 }
1015 checkGLcall("extension detection\n");
1016
1017 /* In some cases the number of texture stages can be larger than the number
1018 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1019 * shaders), but 8 texture stages (register combiners). */
1020 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1021
1022 /* We can only use ORM_FBO when the hardware supports it. */
1023 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1024 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1025 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1026 }
1027
1028 /* MRTs are currently only supported when FBOs are used. */
1029 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1030 gl_info->max_buffers = 1;
1031 }
1032
1033 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1034 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1035 * in case of the latest videocards in the number of pixel/vertex pipelines.
1036 *
1037 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1038 * rendering. Various games use this information to get a rough estimation of the features of the card
1039 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1040 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1041 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1042 * not the PCI id.
1043 *
1044 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1045 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1046 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1047 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1048 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1049 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1050 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1051 * is limited.
1052 *
1053 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1054 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1055 * similar 3d features.
1056 *
1057 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1058 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1059 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1060 * won't pass we return a default card. This way is better than maintaining a full card database as even
1061 * without a full database we can return a card with similar features. Second the size of the database
1062 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1063 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1064 * to distinguishes between different models from that family.
1065 *
1066 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1067 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1068 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1069 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1070 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1071 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1072 * memory behind our backs if really needed.
1073 * Note that the amount of video memory can be overruled using a registry setting.
1074 */
1075 switch (gl_info->gl_vendor) {
1076 case VENDOR_NVIDIA:
1077 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1078 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1079 */
1080 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1081 /* Geforce9 - highend */
1082 if(strstr(gl_info->gl_renderer, "9800")) {
1083 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1084 vidmem = 512;
1085 }
1086 /* Geforce9 - midend */
1087 else if(strstr(gl_info->gl_renderer, "9600")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1089 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1090 }
1091 /* Geforce8 - highend */
1092 else if (strstr(gl_info->gl_renderer, "8800")) {
1093 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1094 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1095 }
1096 /* Geforce8 - midend mobile */
1097 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1098 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1099 vidmem = 512;
1100 }
1101 /* Geforce8 - midend */
1102 else if(strstr(gl_info->gl_renderer, "8600") ||
1103 strstr(gl_info->gl_renderer, "8700"))
1104 {
1105 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1106 vidmem = 256;
1107 }
1108 /* Geforce8 - lowend */
1109 else if(strstr(gl_info->gl_renderer, "8300") ||
1110 strstr(gl_info->gl_renderer, "8400") ||
1111 strstr(gl_info->gl_renderer, "8500"))
1112 {
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1114 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1115 }
1116 /* Geforce7 - highend */
1117 else if(strstr(gl_info->gl_renderer, "7800") ||
1118 strstr(gl_info->gl_renderer, "7900") ||
1119 strstr(gl_info->gl_renderer, "7950") ||
1120 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1121 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1122 {
1123 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1124 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1125 }
1126 /* Geforce7 midend */
1127 else if(strstr(gl_info->gl_renderer, "7600") ||
1128 strstr(gl_info->gl_renderer, "7700")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1130 vidmem = 256; /* The 7600 uses 256-512MB */
1131 /* Geforce7 lower medium */
1132 } else if(strstr(gl_info->gl_renderer, "7400")) {
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1134 vidmem = 256; /* The 7400 uses 256-512MB */
1135 }
1136 /* Geforce7 lowend */
1137 else if(strstr(gl_info->gl_renderer, "7300")) {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1139 vidmem = 256; /* Mac Pros with this card have 256 MB */
1140 }
1141 /* Geforce6 highend */
1142 else if(strstr(gl_info->gl_renderer, "6800"))
1143 {
1144 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1145 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1146 }
1147 /* Geforce6 - midend */
1148 else if(strstr(gl_info->gl_renderer, "6600") ||
1149 strstr(gl_info->gl_renderer, "6610") ||
1150 strstr(gl_info->gl_renderer, "6700"))
1151 {
1152 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1153 vidmem = 128; /* A 6600GT has 128-256MB */
1154 }
1155 /* Geforce6/7 lowend */
1156 else {
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1158 vidmem = 64; /* */
1159 }
1160 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1161 /* GeforceFX - highend */
1162 if (strstr(gl_info->gl_renderer, "5800") ||
1163 strstr(gl_info->gl_renderer, "5900") ||
1164 strstr(gl_info->gl_renderer, "5950") ||
1165 strstr(gl_info->gl_renderer, "Quadro FX"))
1166 {
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1168 vidmem = 256; /* 5800-5900 cards use 256MB */
1169 }
1170 /* GeforceFX - midend */
1171 else if(strstr(gl_info->gl_renderer, "5600") ||
1172 strstr(gl_info->gl_renderer, "5650") ||
1173 strstr(gl_info->gl_renderer, "5700") ||
1174 strstr(gl_info->gl_renderer, "5750"))
1175 {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1177 vidmem = 128; /* A 5600 uses 128-256MB */
1178 }
1179 /* GeforceFX - lowend */
1180 else {
1181 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1182 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1183 }
1184 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1185 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1187 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1188 }
1189 else {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1191 vidmem = 64; /* Geforce3 cards have 64-128MB */
1192 }
1193 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1194 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1196 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1197 }
1198 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1200 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1201 }
1202 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1204 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1205 }
1206 else {
1207 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1208 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1209 }
1210 } else {
1211 if (strstr(gl_info->gl_renderer, "TNT2")) {
1212 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1213 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1214 }
1215 else {
1216 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1217 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1218 }
1219 }
1220 break;
1221 case VENDOR_ATI:
1222 if(WINE_D3D9_CAPABLE(gl_info)) {
1223 /* Radeon R6xx HD2900/HD3800 - highend */
1224 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1225 strstr(gl_info->gl_renderer, "HD 3870") ||
1226 strstr(gl_info->gl_renderer, "HD 3850"))
1227 {
1228 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1229 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1230 }
1231 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1232 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1233 strstr(gl_info->gl_renderer, "HD 3830") ||
1234 strstr(gl_info->gl_renderer, "HD 3690") ||
1235 strstr(gl_info->gl_renderer, "HD 3650"))
1236 {
1237 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1238 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1239 }
1240 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1241 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1242 strstr(gl_info->gl_renderer, "HD 2400") ||
1243 strstr(gl_info->gl_renderer, "HD 3470") ||
1244 strstr(gl_info->gl_renderer, "HD 3450") ||
1245 strstr(gl_info->gl_renderer, "HD 3430"))
1246 {
1247 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1248 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1249 }
1250 /* Radeon R6xx/R7xx integrated */
1251 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1252 strstr(gl_info->gl_renderer, "HD 3200") ||
1253 strstr(gl_info->gl_renderer, "HD 3300"))
1254 {
1255 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1256 vidmem = 128; /* 128MB */
1257 }
1258 /* Radeon R5xx */
1259 else if (strstr(gl_info->gl_renderer, "X1600") ||
1260 strstr(gl_info->gl_renderer, "X1650") ||
1261 strstr(gl_info->gl_renderer, "X1800") ||
1262 strstr(gl_info->gl_renderer, "X1900") ||
1263 strstr(gl_info->gl_renderer, "X1950"))
1264 {
1265 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1266 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1267 }
1268 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1269 else if(strstr(gl_info->gl_renderer, "X700") ||
1270 strstr(gl_info->gl_renderer, "X800") ||
1271 strstr(gl_info->gl_renderer, "X850") ||
1272 strstr(gl_info->gl_renderer, "X1300") ||
1273 strstr(gl_info->gl_renderer, "X1400") ||
1274 strstr(gl_info->gl_renderer, "X1450") ||
1275 strstr(gl_info->gl_renderer, "X1550"))
1276 {
1277 gl_info->gl_card = CARD_ATI_RADEON_X700;
1278 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1279 }
1280 /* Radeon R3xx */
1281 else {
1282 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1283 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1284 }
1285 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1286 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1287 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1288 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1289 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1290 vidmem = 32; /* There are models with up to 64MB */
1291 } else {
1292 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1293 vidmem = 16; /* There are 16-32MB models */
1294 }
1295 break;
1296 case VENDOR_INTEL:
1297 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1298 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1299 gl_info->gl_card = CARD_INTEL_I945GM;
1300 vidmem = 64;
1301 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1302 gl_info->gl_card = CARD_INTEL_I915GM;
1303 } else if (strstr(gl_info->gl_renderer, "915G")) {
1304 gl_info->gl_card = CARD_INTEL_I915G;
1305 } else if (strstr(gl_info->gl_renderer, "865G")) {
1306 gl_info->gl_card = CARD_INTEL_I865G;
1307 } else if (strstr(gl_info->gl_renderer, "855G")) {
1308 gl_info->gl_card = CARD_INTEL_I855G;
1309 } else if (strstr(gl_info->gl_renderer, "830G")) {
1310 gl_info->gl_card = CARD_INTEL_I830G;
1311 } else {
1312 gl_info->gl_card = CARD_INTEL_I915G;
1313 }
1314 break;
1315 case VENDOR_MESA:
1316 case VENDOR_WINE:
1317 default:
1318 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1319 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1320 * them a good generic choice.
1321 */
1322 gl_info->gl_vendor = VENDOR_NVIDIA;
1323 if(WINE_D3D9_CAPABLE(gl_info))
1324 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1325 else if(WINE_D3D8_CAPABLE(gl_info))
1326 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1327 else if(WINE_D3D7_CAPABLE(gl_info))
1328 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1329 else if(WINE_D3D6_CAPABLE(gl_info))
1330 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1331 else
1332 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1333 }
1334 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1335
1336 /* If we have an estimate use it, else default to 64MB; */
1337 if(vidmem)
1338 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1339 else
1340 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1341
1342 /* Load all the lookup tables
1343 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1344 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1345 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1346
1347 for (i = 0; i < MAX_LOOKUPS; i++) {
1348 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1349 }
1350
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1353 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1354 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1356 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1357 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1358 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1359 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1360 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1361
1362 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1363 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1364 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1365 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1366 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1367
1368
1369 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1370 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1373 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1374 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1375 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1377 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1378 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1379 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1381 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1382
1383 /* TODO: config lookups */
1384
1385 /* Make sure there's an active HDC else the WGL extensions will fail */
1386 hdc = pwglGetCurrentDC();
1387 if (hdc) {
1388 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1389 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1390
1391 if (NULL == WGL_Extensions) {
1392 ERR(" WGL_Extensions returns NULL\n");
1393 } else {
1394 while (*WGL_Extensions != 0x00) {
1395 const char *Start;
1396 char ThisExtn[256];
1397 size_t len;
1398
1399 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1400 Start = WGL_Extensions;
1401 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1402 WGL_Extensions++;
1403 }
1404
1405 len = WGL_Extensions - Start;
1406 if (len == 0 || len >= sizeof(ThisExtn))
1407 continue;
1408
1409 memcpy(ThisExtn, Start, len);
1410 ThisExtn[len] = '\0';
1411 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1412
1413 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1414 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1415 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1416 }
1417 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1418 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1419 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1420 }
1421 }
1422 }
1423 }
1424 LEAVE_GL();
1425
1426 return return_value;
1427 }
1428 #undef GLINFO_LOCATION
1429
1430 /**********************************************************
1431 * IWineD3D implementation follows
1432 **********************************************************/
1433
1434 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1435 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1436
1437 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1438 return numAdapters;
1439 }
1440
1441 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1442 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1443 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1444 return WINED3D_OK;
1445 }
1446
1447 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1448 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449
1450 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451
1452 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1453 return NULL;
1454 }
1455
1456 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1457 }
1458
1459 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1460 of the same bpp but different resolutions */
1461
1462 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1463 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1464 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1465 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1466
1467 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1468 return 0;
1469 }
1470
1471 /* TODO: Store modes per adapter and read it from the adapter structure */
1472 if (Adapter == 0) { /* Display */
1473 int i = 0;
1474 int j = 0;
1475
1476 if (!DEBUG_SINGLE_MODE) {
1477 DEVMODEW DevModeW;
1478
1479 ZeroMemory(&DevModeW, sizeof(DevModeW));
1480 DevModeW.dmSize = sizeof(DevModeW);
1481 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1482 j++;
1483 switch (Format)
1484 {
1485 case WINED3DFMT_UNKNOWN:
1486 /* This is for D3D8, do not enumerate P8 here */
1487 if (DevModeW.dmBitsPerPel == 32 ||
1488 DevModeW.dmBitsPerPel == 16) i++;
1489 break;
1490 case WINED3DFMT_X8R8G8B8:
1491 if (DevModeW.dmBitsPerPel == 32) i++;
1492 break;
1493 case WINED3DFMT_R5G6B5:
1494 if (DevModeW.dmBitsPerPel == 16) i++;
1495 break;
1496 case WINED3DFMT_P8:
1497 if (DevModeW.dmBitsPerPel == 8) i++;
1498 break;
1499 default:
1500 /* Skip other modes as they do not match the requested format */
1501 break;
1502 }
1503 }
1504 } else {
1505 i = 1;
1506 j = 1;
1507 }
1508
1509 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1510 return i;
1511 } else {
1512 FIXME_(d3d_caps)("Adapter not primary display\n");
1513 }
1514 return 0;
1515 }
1516
1517 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1518 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1519 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1520 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1521
1522 /* Validate the parameters as much as possible */
1523 if (NULL == pMode ||
1524 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1525 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1526 return WINED3DERR_INVALIDCALL;
1527 }
1528
1529 /* TODO: Store modes per adapter and read it from the adapter structure */
1530 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1531 DEVMODEW DevModeW;
1532 int ModeIdx = 0;
1533 int i = 0;
1534 int j = 0;
1535
1536 ZeroMemory(&DevModeW, sizeof(DevModeW));
1537 DevModeW.dmSize = sizeof(DevModeW);
1538
1539 /* If we are filtering to a specific format (D3D9), then need to skip
1540 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1541 just count through the ones with valid bit depths */
1542 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1543 switch (Format)
1544 {
1545 case WINED3DFMT_UNKNOWN:
1546 /* This is D3D8. Do not enumerate P8 here */
1547 if (DevModeW.dmBitsPerPel == 32 ||
1548 DevModeW.dmBitsPerPel == 16) i++;
1549 break;
1550 case WINED3DFMT_X8R8G8B8:
1551 if (DevModeW.dmBitsPerPel == 32) i++;
1552 break;
1553 case WINED3DFMT_R5G6B5:
1554 if (DevModeW.dmBitsPerPel == 16) i++;
1555 break;
1556 case WINED3DFMT_P8:
1557 if (DevModeW.dmBitsPerPel == 8) i++;
1558 break;
1559 default:
1560 /* Modes that don't match what we support can get an early-out */
1561 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1562 return WINED3DERR_INVALIDCALL;
1563 }
1564 }
1565
1566 if (i == 0) {
1567 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1568 return WINED3DERR_INVALIDCALL;
1569 }
1570 ModeIdx = j - 1;
1571
1572 /* Now get the display mode via the calculated index */
1573 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1574 pMode->Width = DevModeW.dmPelsWidth;
1575 pMode->Height = DevModeW.dmPelsHeight;
1576 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1577 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1578 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1579
1580 if (Format == WINED3DFMT_UNKNOWN) {
1581 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1582 } else {
1583 pMode->Format = Format;
1584 }
1585 } else {
1586 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1587 return WINED3DERR_INVALIDCALL;
1588 }
1589
1590 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1591 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1592 DevModeW.dmBitsPerPel);
1593
1594 } else if (DEBUG_SINGLE_MODE) {
1595 /* Return one setting of the format requested */
1596 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1597 pMode->Width = 800;
1598 pMode->Height = 600;
1599 pMode->RefreshRate = 60;
1600 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1601 } else {
1602 FIXME_(d3d_caps)("Adapter not primary display\n");
1603 }
1604
1605 return WINED3D_OK;
1606 }
1607
1608 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1609 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1610 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1611
1612 if (NULL == pMode ||
1613 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1614 return WINED3DERR_INVALIDCALL;
1615 }
1616
1617 if (Adapter == 0) { /* Display */
1618 int bpp = 0;
1619 DEVMODEW DevModeW;
1620
1621 ZeroMemory(&DevModeW, sizeof(DevModeW));
1622 DevModeW.dmSize = sizeof(DevModeW);
1623
1624 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1625 pMode->Width = DevModeW.dmPelsWidth;
1626 pMode->Height = DevModeW.dmPelsHeight;
1627 bpp = DevModeW.dmBitsPerPel;
1628 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1629 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1630 {
1631 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632 }
1633
1634 pMode->Format = pixelformat_for_depth(bpp);
1635 } else {
1636 FIXME_(d3d_caps)("Adapter not primary display\n");
1637 }
1638
1639 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1640 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1641 return WINED3D_OK;
1642 }
1643
1644 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1645 and fields being inserted in the middle, a new structure is used in place */
1646 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1647 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1648 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1649
1650 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1651
1652 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1653 return WINED3DERR_INVALIDCALL;
1654 }
1655
1656 /* Return the information requested */
1657 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1658 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1659 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1660
1661 /* Note dx8 doesn't supply a DeviceName */
1662 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1663 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1664 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1665 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1666 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1667 *(pIdentifier->SubSysId) = 0;
1668 *(pIdentifier->Revision) = 0;
1669 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1670
1671 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1672 *(pIdentifier->WHQLLevel) = 0;
1673 } else {
1674 *(pIdentifier->WHQLLevel) = 1;
1675 }
1676
1677 return WINED3D_OK;
1678 }
1679
1680 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1681 short redSize, greenSize, blueSize, alphaSize, colorBits;
1682
1683 if(!cfg)
1684 return FALSE;
1685
1686 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1687 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1688 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1689 return FALSE;
1690 }
1691
1692 if(cfg->redSize < redSize)
1693 return FALSE;
1694
1695 if(cfg->greenSize < greenSize)
1696 return FALSE;
1697
1698 if(cfg->blueSize < blueSize)
1699 return FALSE;
1700
1701 if(cfg->alphaSize < alphaSize)
1702 return FALSE;
1703
1704 return TRUE;
1705 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1706 if(Format == WINED3DFMT_R16F)
1707 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1708 if(Format == WINED3DFMT_G16R16F)
1709 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710 if(Format == WINED3DFMT_A16B16G16R16F)
1711 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1712 if(Format == WINED3DFMT_R32F)
1713 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1714 if(Format == WINED3DFMT_G32R32F)
1715 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1716 if(Format == WINED3DFMT_A32B32G32R32F)
1717 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1718 } else {
1719 /* Probably a color index mode */
1720 return FALSE;
1721 }
1722
1723 return FALSE;
1724 }
1725
1726 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1727 short depthSize, stencilSize;
1728 BOOL lockable = FALSE;
1729
1730 if(!cfg)
1731 return FALSE;
1732
1733 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1734 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1735 return FALSE;
1736 }
1737
1738 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1739 lockable = TRUE;
1740
1741 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1742 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1743 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1744 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1745 return FALSE;
1746
1747 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1748 * allow more stencil bits than requested. */
1749 if(cfg->stencilSize < stencilSize)
1750 return FALSE;
1751
1752 return TRUE;
1753 }
1754
1755 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1756 WINED3DFORMAT AdapterFormat,
1757 WINED3DFORMAT RenderTargetFormat,
1758 WINED3DFORMAT DepthStencilFormat) {
1759 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1760 int nCfgs;
1761 WineD3D_PixelFormat *cfgs;
1762 int it;
1763
1764 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1765 This, Adapter,
1766 DeviceType, debug_d3ddevicetype(DeviceType),
1767 AdapterFormat, debug_d3dformat(AdapterFormat),
1768 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1769 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1770
1771 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1772 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1773 return WINED3DERR_INVALIDCALL;
1774 }
1775
1776 cfgs = Adapters[Adapter].cfgs;
1777 nCfgs = Adapters[Adapter].nCfgs;
1778 for (it = 0; it < nCfgs; ++it) {
1779 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1780 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1781 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1782 return WINED3D_OK;
1783 }
1784 }
1785 }
1786 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1787
1788 return WINED3DERR_NOTAVAILABLE;
1789 }
1790
1791 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1792 WINED3DFORMAT SurfaceFormat,
1793 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1794
1795 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1796 const GlPixelFormatDesc *glDesc;
1797 const StaticPixelFormatDesc *desc;
1798
1799 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1800 This,
1801 Adapter,
1802 DeviceType, debug_d3ddevicetype(DeviceType),
1803 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1804 Windowed,
1805 MultiSampleType,
1806 pQualityLevels);
1807
1808 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1809 return WINED3DERR_INVALIDCALL;
1810 }
1811
1812 /* TODO: handle Windowed, add more quality levels */
1813
1814 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1815
1816 /* By default multisampling is disabled right now as it causes issues
1817 * on some Nvidia driver versions and it doesn't work well in combination
1818 * with FBOs yet. */
1819 if(!wined3d_settings.allow_multisampling)
1820 return WINED3DERR_NOTAVAILABLE;
1821
1822 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1823 if(!desc || !glDesc) {
1824 return WINED3DERR_INVALIDCALL;
1825 }
1826
1827 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1828 int i, nCfgs;
1829 WineD3D_PixelFormat *cfgs;
1830
1831 cfgs = Adapters[Adapter].cfgs;
1832 nCfgs = Adapters[Adapter].nCfgs;
1833 for(i=0; i<nCfgs; i++) {
1834 if(cfgs[i].numSamples != MultiSampleType)
1835 continue;
1836
1837 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1838 continue;
1839
1840 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1841
1842 if(pQualityLevels)
1843 *pQualityLevels = 1; /* Guess at a value! */
1844 return WINED3D_OK;
1845 }
1846 }
1847 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1848 short redSize, greenSize, blueSize, alphaSize, colorBits;
1849 int i, nCfgs;
1850 WineD3D_PixelFormat *cfgs;
1851
1852 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1853 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1854 return WINED3DERR_NOTAVAILABLE;
1855 }
1856
1857 cfgs = Adapters[Adapter].cfgs;
1858 nCfgs = Adapters[Adapter].nCfgs;
1859 for(i=0; i<nCfgs; i++) {
1860 if(cfgs[i].numSamples != MultiSampleType)
1861 continue;
1862 if(cfgs[i].redSize != redSize)
1863 continue;
1864 if(cfgs[i].greenSize != greenSize)
1865 continue;
1866 if(cfgs[i].blueSize != blueSize)
1867 continue;
1868 if(cfgs[i].alphaSize != alphaSize)
1869 continue;
1870
1871 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1872
1873 if(pQualityLevels)
1874 *pQualityLevels = 1; /* Guess at a value! */
1875 return WINED3D_OK;
1876 }
1877 }
1878 return WINED3DERR_NOTAVAILABLE;
1879 }
1880
1881 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1882 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1883
1884 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1885 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1886 UINT nmodes;
1887
1888 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1889 This,
1890 Adapter,
1891 DeviceType, debug_d3ddevicetype(DeviceType),
1892 DisplayFormat, debug_d3dformat(DisplayFormat),
1893 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1894 Windowed);
1895
1896 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1897 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1898 return WINED3DERR_INVALIDCALL;
1899 }
1900
1901 /* The task of this function is to check whether a certain display / backbuffer format
1902 * combination is available on the given adapter. In fullscreen mode microsoft specified
1903 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1904 * and display format should match exactly.
1905 * In windowed mode format conversion can occur and this depends on the driver. When format
1906 * conversion is done, this function should nevertheless fail and applications need to use
1907 * CheckDeviceFormatConversion.
1908 * At the moment we assume that fullscreen and windowed have the same capabilities */
1909
1910 /* There are only 4 display formats */
1911 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1912 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1913 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1914 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1915 {
1916 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1917 return WINED3DERR_NOTAVAILABLE;
1918 }
1919
1920 /* If the requested DisplayFormat is not available, don't continue */
1921 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1922 if(!nmodes) {
1923 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1924 return WINED3DERR_NOTAVAILABLE;
1925 }
1926
1927 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1928 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1929 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1930 return WINED3DERR_NOTAVAILABLE;
1931 }
1932
1933 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1934 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1935 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1936 return WINED3DERR_NOTAVAILABLE;
1937 }
1938
1939 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1940 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1941 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1942 return WINED3DERR_NOTAVAILABLE;
1943 }
1944
1945 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1946 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1947 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1948 return WINED3DERR_NOTAVAILABLE;
1949 }
1950
1951 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1952 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1953 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1954 return WINED3DERR_NOTAVAILABLE;
1955 }
1956
1957 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1958 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1959 if(FAILED(hr))
1960 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961
1962 return hr;
1963 }
1964
1965
1966 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1967 /* Check if we support bumpmapping for a format */
1968 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1969 {
1970 const struct fragment_pipeline *fp;
1971 const GlPixelFormatDesc *glDesc;
1972
1973 switch(CheckFormat) {
1974 case WINED3DFMT_V8U8:
1975 case WINED3DFMT_V16U16:
1976 case WINED3DFMT_L6V5U5:
1977 case WINED3DFMT_X8L8V8U8:
1978 case WINED3DFMT_Q8W8V8U8:
1979 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1980 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1981 /* We have a GL extension giving native support */
1982 TRACE_(d3d_caps)("[OK]\n");
1983 return TRUE;
1984 }
1985
1986 /* No native support: Ask the fixed function pipeline implementation if it
1987 * can deal with the conversion
1988 */
1989 fp = select_fragment_implementation(Adapter, DeviceType);
1990 if(fp->conv_supported(CheckFormat)) {
1991 TRACE_(d3d_caps)("[OK]\n");
1992 return TRUE;
1993 } else {
1994 TRACE_(d3d_caps)("[FAILED]\n");
1995 return FALSE;
1996 }
1997
1998 default:
1999 TRACE_(d3d_caps)("[FAILED]\n");
2000 return FALSE;
2001 }
2002 }
2003
2004 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2005 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2006 {
2007 int it=0;
2008 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2009 const GlPixelFormatDesc *glDesc;
2010 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2011
2012 /* Fail if we weren't able to get a description of the format */
2013 if(!desc || !glDesc)
2014 return FALSE;
2015
2016 /* Only allow depth/stencil formats */
2017 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2018 return FALSE;
2019
2020 /* Walk through all WGL pixel formats to find a match */
2021 cfgs = Adapters[Adapter].cfgs;
2022 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2023 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2024 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2025 return TRUE;
2026 }
2027 }
2028 }
2029
2030 return FALSE;
2031 }
2032
2033 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2034 {
2035 const GlPixelFormatDesc *glDesc;
2036 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2037
2038 /* Fail if we weren't able to get a description of the format */
2039 if(!desc || !glDesc)
2040 return FALSE;
2041
2042 /* The flags entry of a format contains the filtering capability */
2043 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2044 return TRUE;
2045
2046 return FALSE;
2047 }
2048
2049 /* Check the render target capabilities of a format */
2050 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2051 {
2052 UINT Adapter = 0;
2053 const GlPixelFormatDesc *glDesc;
2054 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2055
2056 /* Fail if we weren't able to get a description of the format */
2057 if(!desc || !glDesc)
2058 return FALSE;
2059
2060 /* Filter out non-RT formats */
2061 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2062 return FALSE;
2063
2064 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2065 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2066 int it;
2067 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2068 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2069
2070 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2071 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2072
2073 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2074 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2075 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2076 TRACE_(d3d_caps)("[FAILED]\n");
2077 return FALSE;
2078 }
2079
2080 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2081 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2082 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2083 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2084 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2085 return TRUE;
2086 }
2087 }
2088 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2089 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2090 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2091 int it;
2092
2093 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2094 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2095 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2096 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2097 return TRUE;
2098 }
2099 }
2100 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2101 /* For now return TRUE for FBOs until we have some proper checks.
2102 * Note that this function will only be called when the format is around for texturing. */
2103 return TRUE;
2104 }
2105 return FALSE;
2106 }
2107
2108 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2109 {
2110 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2111 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2112 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2113 return FALSE;
2114 }
2115
2116 switch (CheckFormat) {
2117 case WINED3DFMT_A8R8G8B8:
2118 case WINED3DFMT_X8R8G8B8:
2119 case WINED3DFMT_A4R4G4B4:
2120 case WINED3DFMT_L8:
2121 case WINED3DFMT_A8L8:
2122 case WINED3DFMT_DXT1:
2123 case WINED3DFMT_DXT2:
2124 case WINED3DFMT_DXT3:
2125 case WINED3DFMT_DXT4:
2126 case WINED3DFMT_DXT5:
2127 TRACE_(d3d_caps)("[OK]\n");
2128 return TRUE;
2129
2130 default:
2131 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2132 return FALSE;
2133 }
2134 return FALSE;
2135 }
2136
2137 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2138 {
2139 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2140 * doing the color fixup in shaders.
2141 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2142 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2143 int vs_selected_mode;
2144 int ps_selected_mode;
2145 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2146
2147 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2148 TRACE_(d3d_caps)("[OK]\n");
2149 return TRUE;
2150 }
2151 }
2152
2153 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2154 return FALSE;
2155 }
2156
2157 /* Check if a format support blending in combination with pixel shaders */
2158 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2159 {
2160 const GlPixelFormatDesc *glDesc;
2161 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2162
2163 /* Fail if we weren't able to get a description of the format */
2164 if(!desc || !glDesc)
2165 return FALSE;
2166
2167 /* The flags entry of a format contains the post pixel shader blending capability */
2168 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2169 return TRUE;
2170
2171 return FALSE;
2172 }
2173
2174 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2175 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2176 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2177 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2178 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2179 * capability anyway.
2180 *
2181 * For now lets report this on all formats, but in the future we may want to
2182 * restrict it to some should games need that
2183 */
2184 return TRUE;
2185 }
2186
2187 /* Check if a texture format is supported on the given adapter */
2188 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2189 {
2190 const shader_backend_t *shader_backend;
2191 const struct fragment_pipeline *fp;
2192 const GlPixelFormatDesc *glDesc;
2193
2194 switch (CheckFormat) {
2195
2196 /*****
2197 * supported: RGB(A) formats
2198 */
2199 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2200 case WINED3DFMT_A8R8G8B8:
2201 case WINED3DFMT_X8R8G8B8:
2202 case WINED3DFMT_R5G6B5:
2203 case WINED3DFMT_X1R5G5B5:
2204 case WINED3DFMT_A1R5G5B5:
2205 case WINED3DFMT_A4R4G4B4:
2206 case WINED3DFMT_A8:
2207 case WINED3DFMT_X4R4G4B4:
2208 case WINED3DFMT_A8B8G8R8:
2209 case WINED3DFMT_X8B8G8R8:
2210 case WINED3DFMT_A2R10G10B10:
2211 case WINED3DFMT_A2B10G10R10:
2212 case WINED3DFMT_G16R16:
2213 TRACE_(d3d_caps)("[OK]\n");
2214 return TRUE;
2215
2216 case WINED3DFMT_R3G3B2:
2217 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2218 return FALSE;
2219
2220 /*****
2221 * supported: Palettized
2222 */
2223 case WINED3DFMT_P8:
2224 TRACE_(d3d_caps)("[OK]\n");
2225 return TRUE;
2226 /* No Windows driver offers A8P8, so don't offer it either */
2227 case WINED3DFMT_A8P8:
2228 return FALSE;
2229
2230 /*****
2231 * Supported: (Alpha)-Luminance
2232 */
2233 case WINED3DFMT_L8:
2234 case WINED3DFMT_A8L8:
2235 case WINED3DFMT_L16:
2236 TRACE_(d3d_caps)("[OK]\n");
2237 return TRUE;
2238
2239 /* Not supported on Windows, thus disabled */
2240 case WINED3DFMT_A4L4:
2241 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2242 return FALSE;
2243
2244 /*****
2245 * Supported: Depth/Stencil formats
2246 */
2247 case WINED3DFMT_D16_LOCKABLE:
2248 case WINED3DFMT_D16:
2249 case WINED3DFMT_D15S1:
2250 case WINED3DFMT_D24X8:
2251 case WINED3DFMT_D24X4S4:
2252 case WINED3DFMT_D24S8:
2253 case WINED3DFMT_D24FS8:
2254 case WINED3DFMT_D32:
2255 case WINED3DFMT_D32F_LOCKABLE:
2256 return TRUE;
2257
2258 /*****
2259 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2260 * GL_NV_texture_shader). Emulated by shaders
2261 */
2262 case WINED3DFMT_V8U8:
2263 case WINED3DFMT_X8L8V8U8:
2264 case WINED3DFMT_L6V5U5:
2265 case WINED3DFMT_Q8W8V8U8:
2266 case WINED3DFMT_V16U16:
2267 case WINED3DFMT_W11V11U10:
2268 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2269 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2270 /* We have a GL extension giving native support */
2271 TRACE_(d3d_caps)("[OK]\n");
2272 return TRUE;
2273 }
2274
2275 /* No native support: Ask the fixed function pipeline implementation if it
2276 * can deal with the conversion
2277 */
2278 shader_backend = select_shader_backend(Adapter, DeviceType);
2279 if(shader_backend->shader_conv_supported(CheckFormat)) {
2280 TRACE_(d3d_caps)("[OK]\n");
2281 return TRUE;
2282 } else {
2283 TRACE_(d3d_caps)("[FAILED]\n");
2284 return FALSE;
2285 }
2286
2287 case WINED3DFMT_DXT1:
2288 case WINED3DFMT_DXT2:
2289 case WINED3DFMT_DXT3:
2290 case WINED3DFMT_DXT4:
2291 case WINED3DFMT_DXT5:
2292 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2293 TRACE_(d3d_caps)("[OK]\n");
2294 return TRUE;
2295 }
2296 TRACE_(d3d_caps)("[FAILED]\n");
2297 return FALSE;
2298
2299
2300 /*****
2301 * Odd formats - not supported
2302 */
2303 case WINED3DFMT_VERTEXDATA:
2304 case WINED3DFMT_INDEX16:
2305 case WINED3DFMT_INDEX32:
2306 case WINED3DFMT_Q16W16V16U16:
2307 case WINED3DFMT_A2W10V10U10:
2308 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2309 return FALSE;
2310
2311 /*****
2312 * WINED3DFMT_CxV8U8: Not supported right now
2313 */
2314 case WINED3DFMT_CxV8U8:
2315 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2316 return FALSE;
2317
2318 /* YUV formats */
2319 case WINED3DFMT_UYVY:
2320 case WINED3DFMT_YUY2:
2321 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2322 TRACE_(d3d_caps)("[OK]\n");
2323 return TRUE;
2324 }
2325 TRACE_(d3d_caps)("[FAILED]\n");
2326 return FALSE;
2327 case WINED3DFMT_YV12:
2328 TRACE_(d3d_caps)("[FAILED]\n");
2329 return FALSE;
2330
2331 /* Not supported */
2332 case WINED3DFMT_A16B16G16R16:
2333 case WINED3DFMT_A8R3G3B2:
2334 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2335 return FALSE;
2336
2337 /* Floating point formats */
2338 case WINED3DFMT_R16F:
2339 case WINED3DFMT_A16B16G16R16F:
2340 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2341 TRACE_(d3d_caps)("[OK]\n");
2342 return TRUE;
2343 }
2344 TRACE_(d3d_caps)("[FAILED]\n");
2345 return FALSE;
2346
2347 case WINED3DFMT_R32F:
2348 case WINED3DFMT_A32B32G32R32F:
2349 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2350 TRACE_(d3d_caps)("[OK]\n");
2351 return TRUE;
2352 }
2353 TRACE_(d3d_caps)("[FAILED]\n");
2354 return FALSE;
2355
2356 case WINED3DFMT_G16R16F:
2357 case WINED3DFMT_G32R32F:
2358 TRACE_(d3d_caps)("[FAILED]\n");
2359 return FALSE;
2360
2361 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2362 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2363 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2364 * We can do instancing with all shader versions, but we need vertex shaders.
2365 *
2366 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2367 * to enable instancing. WineD3D doesn't need that and just ignores it.
2368 *
2369 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2370 */
2371 case WINEMAKEFOURCC('I','N','S','T'):
2372 TRACE("ATI Instancing check hack\n");
2373 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2374 TRACE_(d3d_caps)("[OK]\n");
2375 return TRUE;
2376 }
2377 TRACE_(d3d_caps)("[FAILED]\n");
2378 return FALSE;
2379
2380 /* Some weird FOURCC formats */
2381 case WINED3DFMT_R8G8_B8G8:
2382 case WINED3DFMT_G8R8_G8B8:
2383 case WINED3DFMT_MULTI2_ARGB8:
2384 TRACE_(d3d_caps)("[FAILED]\n");
2385 return FALSE;
2386
2387 /* Vendor specific formats */
2388 case WINED3DFMT_ATI2N:
2389 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2390 shader_backend = select_shader_backend(Adapter, DeviceType);
2391 fp = select_fragment_implementation(Adapter, DeviceType);
2392 if(shader_backend->shader_conv_supported(CheckFormat) &&
2393 fp->conv_supported(CheckFormat)) {
2394 TRACE_(d3d_caps)("[OK]\n");
2395 return TRUE;
2396 }
2397
2398 TRACE_(d3d_caps)("[OK]\n");
2399 return TRUE;
2400 }
2401 TRACE_(d3d_caps)("[FAILED]\n");
2402 return FALSE;
2403
2404 case WINED3DFMT_NVHU:
2405 case WINED3DFMT_NVHS:
2406 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2407 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2408 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2409 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2410 * Applications have to deal with not having NVHS and NVHU.
2411 */
2412 TRACE_(d3d_caps)("[FAILED]\n");
2413 return FALSE;
2414
2415 case WINED3DFMT_UNKNOWN:
2416 return FALSE;
2417
2418 default:
2419 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2420 break;
2421 }
2422 return FALSE;
2423 }
2424
2425 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2426 const struct blit_shader *blitter;
2427
2428 if(SurfaceType == SURFACE_GDI) {
2429 switch(CheckFormat) {
2430 case WINED3DFMT_R8G8B8:
2431 case WINED3DFMT_A8R8G8B8:
2432 case WINED3DFMT_X8R8G8B8:
2433 case WINED3DFMT_R5G6B5:
2434 case WINED3DFMT_X1R5G5B5:
2435 case WINED3DFMT_A1R5G5B5:
2436 case WINED3DFMT_A4R4G4B4:
2437 case WINED3DFMT_R3G3B2:
2438 case WINED3DFMT_A8:
2439 case WINED3DFMT_A8R3G3B2:
2440 case WINED3DFMT_X4R4G4B4:
2441 case WINED3DFMT_A2B10G10R10:
2442 case WINED3DFMT_A8B8G8R8:
2443 case WINED3DFMT_X8B8G8R8:
2444 case WINED3DFMT_G16R16:
2445 case WINED3DFMT_A2R10G10B10:
2446 case WINED3DFMT_A16B16G16R16:
2447 case WINED3DFMT_P8:
2448 TRACE_(d3d_caps)("[OK]\n");
2449 return TRUE;
2450 default:
2451 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2452 return FALSE;
2453 }
2454 }
2455
2456 /* All format that are supported for textures are supported for surfaces as well */
2457 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2458 /* All depth stencil formats are supported on surfaces */
2459 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2460
2461 /* If opengl can't process the format natively, the blitter may be able to convert it */
2462 blitter = select_blit_implementation(Adapter, DeviceType);
2463 if(blitter->conv_supported(CheckFormat)) {
2464 TRACE_(d3d_caps)("[OK]\n");
2465 return TRUE;
2466 }
2467
2468 /* Reject other formats */
2469 TRACE_(d3d_caps)("[FAILED]\n");
2470 return FALSE;
2471 }
2472
2473 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2474 {
2475 if (!GL_LIMITS(vertex_samplers)) {
2476 TRACE_(d3d_caps)("[FAILED]\n");
2477 return FALSE;
2478 }
2479
2480 switch (CheckFormat) {
2481 case WINED3DFMT_A32B32G32R32F:
2482 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2483 TRACE_(d3d_caps)("[FAILED]\n");
2484 return FALSE;
2485 }
2486 TRACE_(d3d_caps)("[OK]\n");
2487 return TRUE;
2488
2489 default:
2490 TRACE_(d3d_caps)("[FAILED]\n");
2491 return FALSE;
2492 }
2493 return FALSE;
2494 }
2495
2496 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2497 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2498 WINED3DSURFTYPE SurfaceType) {
2499 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2500 DWORD UsageCaps = 0;
2501
2502 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2503 This,
2504 Adapter,
2505 DeviceType, debug_d3ddevicetype(DeviceType),
2506 AdapterFormat, debug_d3dformat(AdapterFormat),
2507 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2508 RType, debug_d3dresourcetype(RType),
2509 CheckFormat, debug_d3dformat(CheckFormat));
2510
2511 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2512 return WINED3DERR_INVALIDCALL;
2513 }
2514
2515 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2516
2517 if(SurfaceType != SURFACE_OPENGL) {
2518 TRACE("[FAILED]\n");
2519 return WINED3DERR_NOTAVAILABLE;
2520 }
2521
2522 /* Cubetexture allows:
2523 * - D3DUSAGE_AUTOGENMIPMAP
2524 * - D3DUSAGE_DEPTHSTENCIL
2525 * - D3DUSAGE_DYNAMIC
2526 * - D3DUSAGE_NONSECURE (d3d9ex)
2527 * - D3DUSAGE_RENDERTARGET
2528 * - D3DUSAGE_SOFTWAREPROCESSING
2529 * - D3DUSAGE_QUERY_WRAPANDMIP
2530 */
2531 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2532 /* Check if the texture format is around */
2533 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2534 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2535 /* Check for automatic mipmap generation support */
2536 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2537 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2538 } else {
2539 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2540 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2541 }
2542 }
2543
2544 /* Always report dynamic locking */
2545 if(Usage & WINED3DUSAGE_DYNAMIC)
2546 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2547
2548 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2549 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2550 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2551 } else {
2552 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2553 return WINED3DERR_NOTAVAILABLE;
2554 }
2555 }
2556
2557 /* Always report software processing */
2558 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2559 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2560
2561 /* Check QUERY_FILTER support */
2562 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2563 if(CheckFilterCapability(Adapter, CheckFormat)) {
2564 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2565 } else {
2566 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2567 return WINED3DERR_NOTAVAILABLE;
2568 }
2569 }
2570
2571 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2572 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2573 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2574 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2575 } else {
2576 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2577 return WINED3DERR_NOTAVAILABLE;
2578 }
2579 }
2580
2581 /* Check QUERY_SRGBREAD support */
2582 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2583 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2584 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2585 } else {
2586 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2587 return WINED3DERR_NOTAVAILABLE;
2588 }
2589 }
2590
2591 /* Check QUERY_SRGBWRITE support */
2592 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2593 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2594 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2595 } else {
2596 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2597 return WINED3DERR_NOTAVAILABLE;
2598 }
2599 }
2600
2601 /* Check QUERY_VERTEXTEXTURE support */
2602 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2603 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2604 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2605 } else {
2606 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2607 return WINED3DERR_NOTAVAILABLE;
2608 }
2609 }
2610
2611 /* Check QUERY_WRAPANDMIP support */
2612 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2613 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2614 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2615 } else {
2616 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2617 return WINED3DERR_NOTAVAILABLE;
2618 }
2619 }
2620 } else {
2621 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2622 return WINED3DERR_NOTAVAILABLE;
2623 }
2624 } else {
2625 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2626 return WINED3DERR_NOTAVAILABLE;
2627 }
2628 } else if(RType == WINED3DRTYPE_SURFACE) {
2629 /* Surface allows:
2630 * - D3DUSAGE_DEPTHSTENCIL
2631 * - D3DUSAGE_NONSECURE (d3d9ex)
2632 * - D3DUSAGE_RENDERTARGET
2633 */
2634
2635 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2636 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2637 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2638 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2639 } else {
2640 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2641 return WINED3DERR_NOTAVAILABLE;
2642 }
2643 }
2644
2645 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2646 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2647 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2648 } else {
2649 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2650 return WINED3DERR_NOTAVAILABLE;
2651 }
2652 }
2653
2654 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2655 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2656 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2657 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2658 } else {
2659 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2660 return WINED3DERR_NOTAVAILABLE;
2661 }
2662 }
2663 } else {
2664 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2665 return WINED3DERR_NOTAVAILABLE;
2666 }
2667
2668 } else if(RType == WINED3DRTYPE_TEXTURE) {
2669 /* Texture allows:
2670 * - D3DUSAGE_AUTOGENMIPMAP
2671 * - D3DUSAGE_DEPTHSTENCIL
2672 * - D3DUSAGE_DMAP
2673 * - D3DUSAGE_DYNAMIC
2674 * - D3DUSAGE_NONSECURE (d3d9ex)
2675 * - D3DUSAGE_RENDERTARGET
2676 * - D3DUSAGE_SOFTWAREPROCESSING
2677 * - D3DUSAGE_TEXTAPI (d3d9ex)
2678 * - D3DUSAGE_QUERY_WRAPANDMIP
2679 */
2680
2681 if(SurfaceType != SURFACE_OPENGL) {
2682 TRACE("[FAILED]\n");
2683 return WINED3DERR_NOTAVAILABLE;
2684 }
2685
2686 /* Check if the texture format is around */
2687 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2688 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2689 /* Check for automatic mipmap generation support */
2690 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2691 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2692 } else {
2693 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2694 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2695 }
2696 }
2697
2698 /* Always report dynamic locking */
2699 if(Usage & WINED3DUSAGE_DYNAMIC)
2700 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2701
2702 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2703 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2704 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2705 } else {
2706 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2707 return WINED3DERR_NOTAVAILABLE;
2708 }
2709 }
2710
2711 /* Always report software processing */
2712 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2713 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2714
2715 /* Check QUERY_FILTER support */
2716 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2717 if(CheckFilterCapability(Adapter, CheckFormat)) {
2718 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2719 } else {
2720 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2721 return WINED3DERR_NOTAVAILABLE;
2722 }
2723 }
2724
2725 /* Check QUERY_LEGACYBUMPMAP support */
2726 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2727 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2728 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2729 } else {
2730 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2731 return WINED3DERR_NOTAVAILABLE;
2732 }
2733 }
2734
2735 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2736 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2737 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2738 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2739 } else {
2740 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2741 return WINED3DERR_NOTAVAILABLE;
2742 }
2743 }
2744
2745 /* Check QUERY_SRGBREAD support */
2746 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2747 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2748 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2749 } else {
2750 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2751 return WINED3DERR_NOTAVAILABLE;
2752 }
2753 }
2754
2755 /* Check QUERY_SRGBWRITE support */
2756 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2757 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2758 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2759 } else {
2760 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2761 return WINED3DERR_NOTAVAILABLE;
2762 }
2763 }
2764
2765 /* Check QUERY_VERTEXTEXTURE support */
2766 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2767 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2768 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2769 } else {
2770 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2771 return WINED3DERR_NOTAVAILABLE;
2772 }
2773 }
2774
2775 /* Check QUERY_WRAPANDMIP support */
2776 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2777 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2778 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2779 } else {
2780 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2781 return WINED3DERR_NOTAVAILABLE;
2782 }
2783 }
2784
2785 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2786 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2787 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2788 } else {
2789 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2790 return WINED3DERR_NOTAVAILABLE;
2791 }
2792 }
2793 } else {
2794 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2795 return WINED3DERR_NOTAVAILABLE;
2796 }
2797 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2798 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2799 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2800 *
2801 * Volumetexture allows:
2802 * - D3DUSAGE_DYNAMIC
2803 * - D3DUSAGE_NONSECURE (d3d9ex)
2804 * - D3DUSAGE_SOFTWAREPROCESSING
2805 * - D3DUSAGE_QUERY_WRAPANDMIP
2806 */
2807
2808 if(SurfaceType != SURFACE_OPENGL) {
2809 TRACE("[FAILED]\n");
2810 return WINED3DERR_NOTAVAILABLE;
2811 }
2812
2813 /* Check volume texture and volume usage caps */
2814 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2815 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2816 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2817 return WINED3DERR_NOTAVAILABLE;
2818 }
2819
2820 /* Always report dynamic locking */
2821 if(Usage & WINED3DUSAGE_DYNAMIC)
2822 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2823
2824 /* Always report software processing */
2825 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2826 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2827
2828 /* Check QUERY_FILTER support */
2829 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2830 if(CheckFilterCapability(Adapter, CheckFormat)) {
2831 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2832 } else {
2833 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2834 return WINED3DERR_NOTAVAILABLE;
2835 }
2836 }
2837
2838 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2839 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2840 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2841 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2842 } else {
2843 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2844 return WINED3DERR_NOTAVAILABLE;
2845 }
2846 }
2847
2848 /* Check QUERY_SRGBREAD support */
2849 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2850 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2851 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2852 } else {
2853 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2854 return WINED3DERR_NOTAVAILABLE;
2855 }
2856 }
2857
2858 /* Check QUERY_SRGBWRITE support */
2859 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2860 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2861 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2862 } else {
2863 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2864 return WINED3DERR_NOTAVAILABLE;
2865 }
2866 }
2867
2868 /* Check QUERY_VERTEXTEXTURE support */
2869 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2870 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2871 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2872 } else {
2873 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2874 return WINED3DERR_NOTAVAILABLE;
2875 }
2876 }
2877
2878 /* Check QUERY_WRAPANDMIP support */
2879 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2880 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2881 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2882 } else {
2883 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2884 return WINED3DERR_NOTAVAILABLE;
2885 }
2886 }
2887 } else {
2888 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2889 return WINED3DERR_NOTAVAILABLE;
2890 }
2891
2892 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2893 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2894 * app needing one of those formats, don't advertize them to avoid leading apps into
2895 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2896 * except of R32F.
2897 */
2898 switch(CheckFormat) {
2899 case WINED3DFMT_P8:
2900 case WINED3DFMT_A4L4:
2901 case WINED3DFMT_R32F:
2902 case WINED3DFMT_R16F:
2903 case WINED3DFMT_X8L8V8U8:
2904 case WINED3DFMT_L6V5U5:
2905 case WINED3DFMT_G16R16:
2906 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2907 return WINED3DERR_NOTAVAILABLE;
2908
2909 case WINED3DFMT_Q8W8V8U8:
2910 case WINED3DFMT_V16U16:
2911 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2912 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2913 return WINED3DERR_NOTAVAILABLE;
2914 }
2915 break;
2916
2917 case WINED3DFMT_V8U8:
2918 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2919 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2920 return WINED3DERR_NOTAVAILABLE;
2921 }
2922 break;
2923
2924 case WINED3DFMT_DXT1:
2925 case WINED3DFMT_DXT2:
2926 case WINED3DFMT_DXT3:
2927 case WINED3DFMT_DXT4:
2928 case WINED3DFMT_DXT5:
2929 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2930 * compressed texture results in an error. While the D3D refrast does
2931 * support s3tc volumes, at least the nvidia windows driver does not, so
2932 * we're free not to support this format.
2933 */
2934 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2935 return WINED3DERR_NOTAVAILABLE;
2936
2937 default:
2938 /* Do nothing, continue with checking the format below */
2939 break;
2940 }
2941 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2942 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2943 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2944 return WINED3DERR_NOTAVAILABLE;
2945 }
2946
2947 /* This format is nothing special and it is supported perfectly.
2948 * However, ati and nvidia driver on windows do not mark this format as
2949 * supported (tested with the dxCapsViewer) and pretending to
2950 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2951 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2952 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2953 */
2954 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2955 TRACE_(d3d_caps)("[FAILED]\n");
2956 return WINED3DERR_NOTAVAILABLE;
2957 }
2958
2959 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2960 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2961 * usage flags match. */
2962 if(UsageCaps == Usage) {
2963 return WINED3D_OK;
2964 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2965 return WINED3DOK_NOAUTOGEN;
2966 } else {
2967 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2968 return WINED3DERR_NOTAVAILABLE;
2969 }
2970 }
2971
2972 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2973 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2974 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2975
2976 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2977 This,
2978 Adapter,
2979 DeviceType, debug_d3ddevicetype(DeviceType),
2980 SourceFormat, debug_d3dformat(SourceFormat),
2981 TargetFormat, debug_d3dformat(TargetFormat));
2982 return WINED3D_OK;
2983 }
2984
2985 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2986 const shader_backend_t *ret;
2987 int vs_selected_mode;
2988 int ps_selected_mode;
2989
2990 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2991 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2992 ret = &glsl_shader_backend;
2993 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2994 ret = &arb_program_shader_backend;
2995 } else {
2996 ret = &none_shader_backend;
2997 }
2998 return ret;
2999 }
3000
3001 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3002 int vs_selected_mode;
3003 int ps_selected_mode;
3004
3005 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3006 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3007 return &arbfp_fragment_pipeline;
3008 } else if(ps_selected_mode == SHADER_ATI) {
3009 return &atifs_fragment_pipeline;
3010 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3011 return &nvts_fragment_pipeline;
3012 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3013 return &nvrc_fragment_pipeline;
3014 } else {
3015 return &ffp_fragment_pipeline;
3016 }
3017 }
3018
3019 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3020 int vs_selected_mode;
3021 int ps_selected_mode;
3022
3023 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3024 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3025 return &arbfp_blit;
3026 } else {
3027 return &ffp_blit;
3028 }
3029 }
3030
3031 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3032 subset of a D3DCAPS9 structure. However, it has to come via a void *
3033 as the d3d8 interface cannot import the d3d9 header */
3034 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3035
3036 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3037 int vs_selected_mode;
3038 int ps_selected_mode;
3039 struct shader_caps shader_caps;
3040 struct fragment_caps fragment_caps;
3041 const shader_backend_t *shader_backend;
3042 const struct fragment_pipeline *frag_pipeline = NULL;
3043 DWORD ckey_caps, blit_caps, fx_caps;
3044
3045 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3046
3047 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3048 return WINED3DERR_INVALIDCALL;
3049 }
3050
3051 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3052
3053 /* This function should *not* be modifying GL caps
3054 * TODO: move the functionality where it belongs */
3055 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3056
3057 /* ------------------------------------------------
3058 The following fields apply to both d3d8 and d3d9
3059 ------------------------------------------------ */
3060 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3061 pCaps->AdapterOrdinal = Adapter;
3062
3063 pCaps->Caps = 0;
3064 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3065 WINED3DCAPS2_FULLSCREENGAMMA |
3066 WINED3DCAPS2_DYNAMICTEXTURES;
3067 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3068 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3069 }
3070 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3071 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3072 WINED3DPRESENT_INTERVAL_ONE;
3073
3074 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3075 WINED3DCURSORCAPS_LOWRES;
3076
3077 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3078 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3079 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3080 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3081 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3082 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3083 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3084 WINED3DDEVCAPS_PUREDEVICE |
3085 WINED3DDEVCAPS_HWRASTERIZATION |
3086 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3087 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3088 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3089 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3090 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3091 WINED3DDEVCAPS_RTPATCHES;
3092
3093 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3094 WINED3DPMISCCAPS_CULLCCW |
3095 WINED3DPMISCCAPS_CULLCW |
3096 WINED3DPMISCCAPS_COLORWRITEENABLE |
3097 WINED3DPMISCCAPS_CLIPTLVERTS |
3098 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3099 WINED3DPMISCCAPS_MASKZ |
3100 WINED3DPMISCCAPS_BLENDOP |
3101 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3102 /* TODO:
3103 WINED3DPMISCCAPS_NULLREFERENCE
3104 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3105 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3106 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3107 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3108
3109 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3110 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3111
3112 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3113 WINED3DPRASTERCAPS_PAT |
3114 WINED3DPRASTERCAPS_WFOG |
3115 WINED3DPRASTERCAPS_ZFOG |
3116 WINED3DPRASTERCAPS_FOGVERTEX |
3117 WINED3DPRASTERCAPS_FOGTABLE |
3118 WINED3DPRASTERCAPS_STIPPLE |
3119 WINED3DPRASTERCAPS_SUBPIXEL |
3120 WINED3DPRASTERCAPS_ZTEST |
3121 WINED3DPRASTERCAPS_SCISSORTEST |
3122 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3123 WINED3DPRASTERCAPS_DEPTHBIAS;
3124
3125 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3126 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3127 WINED3DPRASTERCAPS_ZBIAS |
3128 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3129 }
3130 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3131 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3132 }
3133 /* FIXME Add:
3134 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3135 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3136 WINED3DPRASTERCAPS_ANTIALIASEDGES
3137 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3138 WINED3DPRASTERCAPS_WBUFFER */
3139
3140 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3141 WINED3DPCMPCAPS_EQUAL |
3142 WINED3DPCMPCAPS_GREATER |
3143 WINED3DPCMPCAPS_GREATEREQUAL |
3144 WINED3DPCMPCAPS_LESS |
3145 WINED3DPCMPCAPS_LESSEQUAL |
3146 WINED3DPCMPCAPS_NEVER |
3147 WINED3DPCMPCAPS_NOTEQUAL;
3148
3149 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3150 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3151 WINED3DPBLENDCAPS_DESTALPHA |
3152 WINED3DPBLENDCAPS_DESTCOLOR |
3153 WINED3DPBLENDCAPS_INVDESTALPHA |
3154 WINED3DPBLENDCAPS_INVDESTCOLOR |
3155 WINED3DPBLENDCAPS_INVSRCALPHA |
3156 WINED3DPBLENDCAPS_INVSRCCOLOR |
3157 WINED3DPBLENDCAPS_ONE |
3158 WINED3DPBLENDCAPS_SRCALPHA |
3159 WINED3DPBLENDCAPS_SRCALPHASAT |
3160 WINED3DPBLENDCAPS_SRCCOLOR |
3161 WINED3DPBLENDCAPS_ZERO;
3162
3163 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3164 WINED3DPBLENDCAPS_DESTCOLOR |
3165 WINED3DPBLENDCAPS_INVDESTALPHA |
3166 WINED3DPBLENDCAPS_INVDESTCOLOR |
3167 WINED3DPBLENDCAPS_INVSRCALPHA |
3168 WINED3DPBLENDCAPS_INVSRCCOLOR |
3169 WINED3DPBLENDCAPS_ONE |
3170 WINED3DPBLENDCAPS_SRCALPHA |
3171 WINED3DPBLENDCAPS_SRCCOLOR |
3172 WINED3DPBLENDCAPS_ZERO;
3173 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3174 * according to the glBlendFunc manpage
3175 *
3176 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3177 * legacy settings for srcblend only
3178 */
3179
3180 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3181 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3182 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3183 }
3184
3185
3186 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3187 WINED3DPCMPCAPS_EQUAL |
3188 WINED3DPCMPCAPS_GREATER |
3189 WINED3DPCMPCAPS_GREATEREQUAL |
3190 WINED3DPCMPCAPS_LESS |
3191 WINED3DPCMPCAPS_LESSEQUAL |
3192 WINED3DPCMPCAPS_NEVER |
3193 WINED3DPCMPCAPS_NOTEQUAL;
3194
3195 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3196 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3197 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3198 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3199 WINED3DPSHADECAPS_COLORFLATRGB |
3200 WINED3DPSHADECAPS_FOGFLAT |
3201 WINED3DPSHADECAPS_FOGGOURAUD |
3202 WINED3DPSHADECAPS_SPECULARFLATRGB;
3203
3204 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3205 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3206 WINED3DPTEXTURECAPS_TRANSPARENCY |
3207 WINED3DPTEXTURECAPS_BORDER |
3208 WINED3DPTEXTURECAPS_MIPMAP |
3209 WINED3DPTEXTURECAPS_PROJECTED |
3210 WINED3DPTEXTURECAPS_PERSPECTIVE;
3211
3212 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3213 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3214 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3215 }
3216
3217 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3218 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3219 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3220 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3221 }
3222
3223 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3224 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3225 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3226 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3227
3228 }
3229
3230 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3231 WINED3DPTFILTERCAPS_MAGFPOINT |
3232 WINED3DPTFILTERCAPS_MINFLINEAR |
3233 WINED3DPTFILTERCAPS_MINFPOINT |
3234 WINED3DPTFILTERCAPS_MIPFLINEAR |
3235 WINED3DPTFILTERCAPS_MIPFPOINT |
3236 WINED3DPTFILTERCAPS_LINEAR |
3237 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3238 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3239 WINED3DPTFILTERCAPS_MIPLINEAR |
3240 WINED3DPTFILTERCAPS_MIPNEAREST |
3241 WINED3DPTFILTERCAPS_NEAREST;
3242
3243 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3244 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3245 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3246 }
3247
3248 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3249 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3250 WINED3DPTFILTERCAPS_MAGFPOINT |
3251 WINED3DPTFILTERCAPS_MINFLINEAR |
3252 WINED3DPTFILTERCAPS_MINFPOINT |
3253 WINED3DPTFILTERCAPS_MIPFLINEAR |
3254 WINED3DPTFILTERCAPS_MIPFPOINT |
3255 WINED3DPTFILTERCAPS_LINEAR |
3256 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3257 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3258 WINED3DPTFILTERCAPS_MIPLINEAR |
3259 WINED3DPTFILTERCAPS_MIPNEAREST |
3260 WINED3DPTFILTERCAPS_NEAREST;
3261
3262 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3263 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3264 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3265 }
3266 } else
3267 pCaps->CubeTextureFilterCaps = 0;
3268
3269 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3270 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3271 WINED3DPTFILTERCAPS_MAGFPOINT |
3272 WINED3DPTFILTERCAPS_MINFLINEAR |
3273 WINED3DPTFILTERCAPS_MINFPOINT |
3274 WINED3DPTFILTERCAPS_MIPFLINEAR |
3275 WINED3DPTFILTERCAPS_MIPFPOINT |
3276 WINED3DPTFILTERCAPS_LINEAR |
3277 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3278 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3279 WINED3DPTFILTERCAPS_MIPLINEAR |
3280 WINED3DPTFILTERCAPS_MIPNEAREST |
3281 WINED3DPTFILTERCAPS_NEAREST;
3282 } else
3283 pCaps->VolumeTextureFilterCaps = 0;
3284
3285 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3286 WINED3DPTADDRESSCAPS_CLAMP |
3287 WINED3DPTADDRESSCAPS_WRAP;
3288
3289 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3290 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3291 }
3292 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3293 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3294 }
3295 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3296 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3297 }
3298
3299 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3300 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3301 WINED3DPTADDRESSCAPS_CLAMP |
3302 WINED3DPTADDRESSCAPS_WRAP;
3303 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3304 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3305 }
3306 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3307 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3308 }
3309 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3310 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3311 }
3312 } else
3313 pCaps->VolumeTextureAddressCaps = 0;
3314
3315 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3316 WINED3DLINECAPS_ZTEST |
3317 WINED3DLINECAPS_BLEND |
3318 WINED3DLINECAPS_ALPHACMP |
3319 WINED3DLINECAPS_FOG;
3320 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3321 * idea how generating the smoothing alpha values works; the result is different
3322 */
3323
3324 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3325 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3326
3327 if(GL_SUPPORT(EXT_TEXTURE3D))
3328 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3329 else
3330 pCaps->MaxVolumeExtent = 0;
3331
3332 pCaps->MaxTextureRepeat = 32768;
3333 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3334 pCaps->MaxVertexW = 1.0;
3335
3336 pCaps->GuardBandLeft = 0;
3337 pCaps->GuardBandTop = 0;
3338 pCaps->GuardBandRight = 0;
3339 pCaps->GuardBandBottom = 0;
3340
3341 pCaps->ExtentsAdjust = 0;
3342
3343 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3344 WINED3DSTENCILCAPS_INCRSAT |
3345 WINED3DSTENCILCAPS_INVERT |
3346 WINED3DSTENCILCAPS_KEEP |
3347 WINED3DSTENCILCAPS_REPLACE |
3348 WINED3DSTENCILCAPS_ZERO;
3349 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3350 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3351 WINED3DSTENCILCAPS_INCR;
3352 }
3353 if ( This->dxVersion > 8 &&
3354 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3355 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3356 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3357 }
3358
3359 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3360
3361 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3362 pCaps->MaxActiveLights = GL_LIMITS(lights);
3363
3364 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3365 pCaps->MaxVertexBlendMatrixIndex = 0;
3366
3367 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3368 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3369
3370
3371 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3372 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3373 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3374 WINED3DVTXPCAPS_LOCALVIEWER |
3375 WINED3DVTXPCAPS_VERTEXFOG |
3376 WINED3DVTXPCAPS_TEXGEN;
3377 /* FIXME: Add
3378 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3379
3380 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3381 pCaps->MaxVertexIndex = 0xFFFFF;
3382 pCaps->MaxStreams = MAX_STREAMS;
3383 pCaps->MaxStreamStride = 1024;
3384
3385 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3386 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3387 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3388 pCaps->MaxNpatchTessellationLevel = 0;
3389 pCaps->MasterAdapterOrdinal = 0;
3390 pCaps->AdapterOrdinalInGroup = 0;
3391 pCaps->NumberOfAdaptersInGroup = 1;
3392
3393 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3394
3395 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3396 WINED3DPTFILTERCAPS_MAGFPOINT |
3397 WINED3DPTFILTERCAPS_MINFLINEAR |
3398 WINED3DPTFILTERCAPS_MAGFLINEAR;
3399 pCaps->VertexTextureFilterCaps = 0;
3400
3401 memset(&shader_caps, 0, sizeof(shader_caps));
3402 shader_backend = select_shader_backend(Adapter, DeviceType);
3403 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3404
3405 memset(&fragment_caps, 0, sizeof(fragment_caps));
3406 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3407 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3408
3409 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3410 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3411
3412 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3413 * Ignore shader model capabilities if disabled in config
3414 */
3415 if(vs_selected_mode == SHADER_NONE) {
3416 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3417 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3418 pCaps->MaxVertexShaderConst = 0;
3419 } else {
3420 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3421 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3422 }
3423
3424 if(ps_selected_mode == SHADER_NONE) {
3425 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3426 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3427 pCaps->PixelShader1xMaxValue = 0.0;
3428 } else {
3429 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3430 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3431 }
3432
3433 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3434 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3435 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3436
3437 pCaps->VS20Caps = shader_caps.VS20Caps;
3438 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3439 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3440 pCaps->PS20Caps = shader_caps.PS20Caps;
3441 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3442 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3443
3444 /* The following caps are shader specific, but they are things we cannot detect, or which
3445 * are the same among all shader models. So to avoid code duplication set the shader version
3446 * specific, but otherwise constant caps here
3447 */
3448 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3449 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3450 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3451 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3452 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3453 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3454 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3455
3456 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3457 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3458 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3459 pCaps->VS20Caps.Caps = 0;
3460 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3461 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3462 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3463
3464 pCaps->MaxVShaderInstructionsExecuted = 65535;
3465 pCaps->MaxVertexShader30InstructionSlots = 0;
3466 } else { /* VS 1.x */
3467 pCaps->VS20Caps.Caps = 0;
3468 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3469 pCaps->VS20Caps.NumTemps = 0;
3470 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3471
3472 pCaps->MaxVShaderInstructionsExecuted = 0;
3473 pCaps->MaxVertexShader30InstructionSlots = 0;
3474 }
3475
3476 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3477 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3478 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3479
3480 /* 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 */
3481 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3482 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3483 WINED3DPS20CAPS_PREDICATION |
3484 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3485 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3486 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3487 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3488 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3489 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3490
3491 pCaps->MaxPShaderInstructionsExecuted = 65535;
3492 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3493 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3494 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3495 pCaps->PS20Caps.Caps = 0;
3496 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3497 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3498 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3499 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3500
3501 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3502 pCaps->MaxPixelShader30InstructionSlots = 0;
3503 } else { /* PS 1.x */
3504 pCaps->PS20Caps.Caps = 0;
3505 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3506 pCaps->PS20Caps.NumTemps = 0;
3507 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3508 pCaps->PS20Caps.NumInstructionSlots = 0;
3509
3510 pCaps->MaxPShaderInstructionsExecuted = 0;
3511 pCaps->MaxPixelShader30InstructionSlots = 0;
3512 }
3513
3514 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3515 /* OpenGL supports all the formats below, perhaps not always
3516 * without conversion, but it supports them.
3517 * Further GLSL doesn't seem to have an official unsigned type so
3518 * don't advertise it yet as I'm not sure how we handle it.
3519 * We might need to add some clamping in the shader engine to
3520 * support it.
3521 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3522 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3523 WINED3DDTCAPS_UBYTE4N |
3524 WINED3DDTCAPS_SHORT2N |
3525 WINED3DDTCAPS_SHORT4N;
3526 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3527 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3528 WINED3DDTCAPS_FLOAT16_4;
3529 }
3530 } else
3531 pCaps->DeclTypes = 0;
3532
3533 /* Set DirectDraw helper Caps */
3534 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3535 WINEDDCKEYCAPS_SRCBLT;
3536 fx_caps = WINEDDFXCAPS_BLTALPHA |
3537 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3538 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3539 WINEDDFXCAPS_BLTROTATION90 |
3540 WINEDDFXCAPS_BLTSHRINKX |
3541 WINEDDFXCAPS_BLTSHRINKXN |
3542 WINEDDFXCAPS_BLTSHRINKY |
3543 WINEDDFXCAPS_BLTSHRINKXN |
3544 WINEDDFXCAPS_BLTSTRETCHX |
3545 WINEDDFXCAPS_BLTSTRETCHXN |
3546 WINEDDFXCAPS_BLTSTRETCHY |
3547 WINEDDFXCAPS_BLTSTRETCHYN;
3548 blit_caps = WINEDDCAPS_BLT |
3549 WINEDDCAPS_BLTCOLORFILL |
3550 WINEDDCAPS_BLTDEPTHFILL |
3551 WINEDDCAPS_BLTSTRETCH |
3552 WINEDDCAPS_CANBLTSYSMEM |
3553 WINEDDCAPS_CANCLIP |
3554 WINEDDCAPS_CANCLIPSTRETCHED |
3555 WINEDDCAPS_COLORKEY |
3556 WINEDDCAPS_COLORKEYHWASSIST |
3557 WINEDDCAPS_ALIGNBOUNDARYSRC;
3558
3559 /* Fill the ddraw caps structure */
3560 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3561 WINEDDCAPS_PALETTE |
3562 blit_caps;
3563 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3564 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3565 WINEDDCAPS2_PRIMARYGAMMA |
3566 WINEDDCAPS2_WIDESURFACES |
3567 WINEDDCAPS2_CANRENDERWINDOWED;
3568 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3569 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3570 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3571 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3572 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3573 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3574 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3575 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3576 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3577
3578 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3579 WINEDDSCAPS_BACKBUFFER |
3580 WINEDDSCAPS_FLIP |
3581 WINEDDSCAPS_FRONTBUFFER |
3582 WINEDDSCAPS_OFFSCREENPLAIN |
3583 WINEDDSCAPS_PALETTE |
3584 WINEDDSCAPS_PRIMARYSURFACE |
3585 WINEDDSCAPS_SYSTEMMEMORY |
3586 WINEDDSCAPS_VIDEOMEMORY |
3587 WINEDDSCAPS_VISIBLE;
3588 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3589
3590 /* Set D3D caps if OpenGL is available. */
3591 if(Adapters[Adapter].opengl) {
3592 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3593 WINEDDSCAPS_MIPMAP |
3594 WINEDDSCAPS_TEXTURE |
3595 WINEDDSCAPS_ZBUFFER;
3596 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3597 }
3598
3599 return WINED3D_OK;
3600 }
3601
3602 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3603 and fields being inserted in the middle, a new structure is used in place */
3604 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3605 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3606 IUnknown *parent) {
3607
3608 IWineD3DDeviceImpl *object = NULL;
3609 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3610 WINED3DDISPLAYMODE mode;
3611 const struct fragment_pipeline *frag_pipeline = NULL;
3612 int i;
3613 struct fragment_caps ffp_caps;
3614
3615 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3616 * number and create a device without a 3D adapter for 2D only operation.
3617 */
3618 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3619 return WINED3DERR_INVALIDCALL;
3620 }
3621
3622 /* Create a WineD3DDevice object */
3623 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3624 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3625 TRACE("Created WineD3DDevice object @ %p\n", object);
3626 if (NULL == object) {
3627 return WINED3DERR_OUTOFVIDEOMEMORY;
3628 }
3629
3630 /* Set up initial COM information */
3631 object->lpVtbl = &IWineD3DDevice_Vtbl;
3632 object->ref = 1;
3633 object->wineD3D = iface;
3634 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3635 IWineD3D_AddRef(object->wineD3D);
3636 object->parent = parent;
3637 list_init(&object->resources);
3638 list_init(&object->shaders);
3639
3640 if(This->dxVersion == 7) {
3641 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3642 } else {
3643 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3644 }
3645 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3646
3647 /* Set the state up as invalid until the device is fully created */
3648 object->state = WINED3DERR_DRIVERINTERNALERROR;
3649
3650 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3651 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3652
3653 /* Save the creation parameters */
3654 object->createParms.AdapterOrdinal = Adapter;
3655 object->createParms.DeviceType = DeviceType;
3656 object->createParms.hFocusWindow = hFocusWindow;
3657 object->createParms.BehaviorFlags = BehaviourFlags;
3658
3659 /* Initialize other useful values */
3660 object->adapterNo = Adapter;
3661 object->devType = DeviceType;
3662
3663 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3664 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3665
3666 memset(&ffp_caps, 0, sizeof(ffp_caps));
3667 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3668 object->frag_pipe = frag_pipeline;
3669 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3670 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3671 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3672 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3673 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3674
3675 object->blitter = select_blit_implementation(Adapter, DeviceType);
3676
3677 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3678 * model can deal with that. It is essentially the same, just with adjusted
3679 * Set*ShaderConstantF implementations
3680 */
3681 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3682 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3683 }
3684
3685 /* set the state of the device to valid */
3686 object->state = WINED3D_OK;
3687
3688 /* Get the initial screen setup for ddraw */
3689 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3690
3691 object->ddraw_width = mode.Width;
3692 object->ddraw_height = mode.Height;
3693 object->ddraw_format = mode.Format;
3694
3695 for(i = 0; i < PATCHMAP_SIZE; i++) {
3696 list_init(&object->patches[i]);
3697 }
3698 return WINED3D_OK;
3699 }
3700 #undef GLINFO_LOCATION
3701
3702 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3703 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3704 IUnknown_AddRef(This->parent);
3705 *pParent = This->parent;
3706 return WINED3D_OK;
3707 }
3708
3709 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3710 IUnknown* surfaceParent;
3711 TRACE("(%p) call back\n", pSurface);
3712
3713 /* Now, release the parent, which will take care of cleaning up the surface for us */
3714 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3715 IUnknown_Release(surfaceParent);
3716 return IUnknown_Release(surfaceParent);
3717 }
3718
3719 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3720 IUnknown* volumeParent;
3721 TRACE("(%p) call back\n", pVolume);
3722
3723 /* Now, release the parent, which will take care of cleaning up the volume for us */
3724 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3725 IUnknown_Release(volumeParent);
3726 return IUnknown_Release(volumeParent);
3727 }
3728
3729 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3730 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3731 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3732 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3733 *
3734 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3735 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3736 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3737 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3738 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3739 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3740 * DirectDraw, not OpenGL.
3741 */
3742 if(gl_info->supported[APPLE_FENCE] &&
3743 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3744 gl_info->supported[APPLE_FLUSH_RENDER] &&
3745 gl_info->supported[APPLE_YCBCR_422]) {
3746 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3747 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3748 return TRUE;
3749 } else {
3750 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3751 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3752 return FALSE;
3753 }
3754 }
3755
3756 #define GLINFO_LOCATION (*gl_info)
3757 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3758 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3759 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3760 * all the texture. This function detects this bug by its symptom and disables PBOs
3761 * if the test fails.
3762 *
3763 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3764 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3765 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3766 * read back is compared to the original. If they are equal PBOs are assumed to work,
3767 * otherwise the PBO extension is disabled.
3768 */
3769 GLuint texture, pbo;
3770 static const unsigned int pattern[] = {
3771 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3772 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3773 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3774 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3775 };
3776 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3777
3778 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3779 /* No PBO -> No point in testing them */
3780 return;
3781 }
3782
3783 while(glGetError());
3784 glGenTextures(1, &texture);
3785 glBindTexture(GL_TEXTURE_2D, texture);
3786 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3787 checkGLcall("Specifying the PBO test texture\n");
3788
3789 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3790 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3791 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3792 checkGLcall("Specifying the PBO test pbo\n");
3793
3794 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3795 checkGLcall("Loading the PBO test texture\n");
3796
3797 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3798 glFinish(); /* just to be sure */
3799
3800 memset(check, 0, sizeof(check));
3801 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3802 checkGLcall("Reading back the PBO test texture\n");
3803
3804 glDeleteTextures(1, &texture);
3805 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3806 checkGLcall("PBO test cleanup\n");
3807
3808 if(memcmp(check, pattern, sizeof(check)) != 0) {
3809 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3810 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3811 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3812 } else {
3813 TRACE_(d3d_caps)("PBO test successful\n");
3814 }
3815 }
3816 #undef GLINFO_LOCATION
3817
3818 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3819 * reporting a driver version is moot because we are not the Windows driver, and we have different
3820 * bugs, features, etc.
3821 *
3822 * If a card is not found in this table, the gl driver version is reported
3823 */
3824 struct driver_version_information {
3825 WORD vendor; /* reported PCI card vendor ID */
3826 WORD card; /* reported PCI card device ID */
3827 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3828 WORD lopart_hi, lopart_lo; /* driver loword to report */
3829 };
3830
3831 static const struct driver_version_information driver_version_table[] = {
3832 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3833 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3834 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3835 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3836 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3837 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3838 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3839 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3840 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3841 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3842 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3843 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3844 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3845 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3846 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3847 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3848 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3849 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3850 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3851
3852 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3853 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3854 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3855 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3856 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3857 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3858 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3859
3860 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3861 };
3862
3863 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3864 unsigned int i;
3865 BOOL apple = implementation_is_apple(gl_info);
3866
3867 if(apple) {
3868 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3869 * used it falls back to software. While the compiler can detect if the shader uses all declared
3870 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3871 * using relative addressing falls back to software.
3872 *
3873 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3874 */
3875 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3876 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3877 } else {
3878 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3879 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3880 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3881 }
3882
3883 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3884 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3885 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3886 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3887 * according to the spec.
3888 *
3889 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3890 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3891 *
3892 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3893 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3894 * this workaround is activated on cards that do not need it, it won't break things, just affect
3895 * performance negatively.
3896 */
3897 if(gl_info->gl_vendor == VENDOR_INTEL ||
3898 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3899 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3900 gl_info->set_texcoord_w = TRUE;
3901 }
3902 }
3903
3904 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3905 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3906 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3907 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3908 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3909 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3910 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3911 *
3912 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3913 * has this extension promoted to core. The extension loading code sets this extension supported
3914 * due to that, so this code works on fglrx as well.
3915 */
3916 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3917 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3918 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3919 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3920 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3921 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3922 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3923 }
3924 }
3925
3926 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3927 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3928 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3929 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3930 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3931 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3932 *
3933 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3934 * triggering the software fallback. There is not much we can do here apart from disabling the
3935 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3936 * in IWineD3DImpl_FillGLCaps).
3937 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3938 * post-processing effects in the game "Max Payne 2").
3939 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3940 */
3941 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3942 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3943 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3944 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3945 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3946 }
3947 }
3948
3949 /* Find out if PBOs work as they are supposed to */
3950 test_pbo_functionality(gl_info);
3951
3952 /* Fixup the driver version */
3953 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3954 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3955 gl_info->gl_card == driver_version_table[i].card) {
3956 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3957
3958 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3959 driver_version_table[i].lopart_lo);
3960 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3961 driver_version_table[i].hipart_lo);
3962 break;
3963 }
3964 }
3965 }
3966
3967 static void WINE_GLAPI invalid_func(void *data) {
3968 ERR("Invalid vertex attribute function called\n");
3969 DebugBreak();
3970 }
3971
3972 #define GLINFO_LOCATION (Adapters[0].gl_info)
3973
3974 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3975 * the extension detection and are used in drawStridedSlow
3976 */
3977 static void WINE_GLAPI position_d3dcolor(void *data) {
3978 DWORD pos = *((DWORD *) data);
3979
3980 FIXME("Add a test for fixed function position from d3dcolor type\n");
3981 glVertex4s(D3DCOLOR_B_R(pos),
3982 D3DCOLOR_B_G(pos),
3983 D3DCOLOR_B_B(pos),
3984 D3DCOLOR_B_A(pos));
3985 }
3986 static void WINE_GLAPI position_float4(void *data) {
3987 GLfloat *pos = (float *) data;
3988
3989 if (pos[3] < eps && pos[3] > -eps)
3990 glVertex3fv(pos);
3991 else {
3992 float w = 1.0 / pos[3];
3993
3994 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3995 }
3996 }
3997
3998 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3999 DWORD diffuseColor = *((DWORD *) data);
4000
4001 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4002 D3DCOLOR_B_G(diffuseColor),
4003 D3DCOLOR_B_B(diffuseColor),
4004 D3DCOLOR_B_A(diffuseColor));
4005 }
4006
4007 static void WINE_GLAPI specular_d3dcolor(void *data) {
4008 DWORD specularColor = *((DWORD *) data);
4009
4010 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4011 D3DCOLOR_B_G(specularColor),
4012 D3DCOLOR_B_B(specularColor));
4013 }
4014 static void WINE_GLAPI warn_no_specular_func(void *data) {
4015 WARN("GL_EXT_secondary_color not supported\n");
4016 }
4017
4018 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
4019 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4020 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4021 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
4022 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
4023 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
4024 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4025 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4026 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
4027 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4028 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4029 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4030 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4031 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4032 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4033 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4034 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4035 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4036
4037 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4038 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4039 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
4040 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
4041 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
4042 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4043 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4044 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4045 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
4046 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4047 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
4048 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4049 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
4050 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4051 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4052 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4053 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4054
4055 /* No 4 component entry points here */
4056 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4057 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4058 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4059 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4060 } else {
4061 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
4062 }
4063 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
4064 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4065 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
4066 } else {
4067 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
4068 }
4069 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4070 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4071 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4072 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4073 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4074 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4075 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4076 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4077 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4078 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4079 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4080 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4081
4082 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4083 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4084 */
4085 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4086 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4087 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4088 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4089 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4090 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4091 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4092 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4093 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4094 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4095 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4096 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4097 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4098 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4099 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4100 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4101 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4102 }
4103
4104 #define PUSH1(att) attribs[nAttribs++] = (att);
4105 BOOL InitAdapters(void) {
4106 static HMODULE mod_gl, mod_win32gl;
4107 BOOL ret;
4108 int ps_selected_mode, vs_selected_mode;
4109
4110 /* No need to hold any lock. The calling library makes sure only one thread calls
4111 * wined3d simultaneously
4112 */
4113 if(numAdapters > 0) return Adapters[0].opengl;
4114
4115 TRACE("Initializing adapters\n");
4116
4117 if(!mod_gl) {
4118 #ifdef USE_WIN32_OPENGL
4119 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4120 mod_gl = LoadLibraryA("opengl32.dll");
4121 if(!mod_gl) {
4122 ERR("Can't load opengl32.dll!\n");
4123 goto nogl_adapter;
4124 }
4125 mod_win32gl = mod_gl;
4126 #else
4127 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4128 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4129 mod_gl = GetModuleHandleA("gdi32.dll");
4130 mod_win32gl = LoadLibraryA("opengl32.dll");
4131 if(!mod_win32gl) {
4132 ERR("Can't load opengl32.dll!\n");
4133 goto nogl_adapter;
4134 }
4135 #endif
4136 }
4137
4138 /* Load WGL core functions from opengl32.dll */
4139 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4140 WGL_FUNCS_GEN;
4141 #undef USE_WGL_FUNC
4142
4143 if(!pwglGetProcAddress) {
4144 ERR("Unable to load wglGetProcAddress!\n");
4145 goto nogl_adapter;
4146 }
4147
4148 /* Dynamically load all GL core functions */
4149 GL_FUNCS_GEN;
4150 #undef USE_GL_FUNC
4151
4152 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4153 * otherwise because we have to use winex11.drv's override
4154 */
4155 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4156 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4157
4158 /* For now only one default adapter */
4159 {
4160 int iPixelFormat;
4161 int attribs[10];
4162 int values[10];
4163 int nAttribs = 0;
4164 int res;
4165 int i;
4166 WineD3D_PixelFormat *cfgs;
4167 int attribute;
4168 DISPLAY_DEVICEW DisplayDevice;
4169 HDC hdc;
4170
4171 TRACE("Initializing default adapter\n");
4172 Adapters[0].num = 0;
4173 Adapters[0].monitorPoint.x = -1;
4174 Adapters[0].monitorPoint.y = -1;
4175
4176 if (!WineD3D_CreateFakeGLContext()) {
4177 ERR("Failed to get a gl context for default adapter\n");
4178 WineD3D_ReleaseFakeGLContext();
4179 goto nogl_adapter;
4180 }
4181
4182 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4183 if(!ret) {
4184 ERR("Failed to initialize gl caps for default adapter\n");
4185 WineD3D_ReleaseFakeGLContext();
4186 goto nogl_adapter;
4187 }
4188 ret = initPixelFormats(&Adapters[0].gl_info);
4189 if(!ret) {
4190 ERR("Failed to init gl formats\n");
4191 WineD3D_ReleaseFakeGLContext();
4192 goto nogl_adapter;
4193 }
4194
4195 hdc = pwglGetCurrentDC();
4196 if(!hdc) {
4197 ERR("Failed to get gl HDC\n");
4198 WineD3D_ReleaseFakeGLContext();
4199 goto nogl_adapter;
4200 }
4201
4202 Adapters[0].driver = "Display";
4203 Adapters[0].description = "Direct3D HAL";
4204
4205 /* Use the VideoRamSize registry setting when set */
4206 if(wined3d_settings.emulated_textureram)
4207 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4208 else
4209 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4210 Adapters[0].UsedTextureRam = 0;
4211 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4212
4213 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4214 DisplayDevice.cb = sizeof(DisplayDevice);
4215 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4216 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4217 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4218
4219 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4220 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4221
4222 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4223 cfgs = Adapters[0].cfgs;
4224 PUSH1(WGL_RED_BITS_ARB)
4225 PUSH1(WGL_GREEN_BITS_ARB)
4226 PUSH1(WGL_BLUE_BITS_ARB)
4227 PUSH1(WGL_ALPHA_BITS_ARB)
4228 PUSH1(WGL_DEPTH_BITS_ARB)
4229 PUSH1(WGL_STENCIL_BITS_ARB)
4230 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4231 PUSH1(WGL_PIXEL_TYPE_ARB)
4232 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4233 PUSH1(WGL_AUX_BUFFERS_ARB)
4234
4235 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4236 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4237
4238 if(!res)
4239 continue;
4240
4241 /* Cache the pixel format */
4242 cfgs->iPixelFormat = iPixelFormat;
4243 cfgs->redSize = values[0];
4244 cfgs->greenSize = values[1];
4245 cfgs->blueSize = values[2];
4246 cfgs->alphaSize = values[3];
4247 cfgs->depthSize = values[4];
4248 cfgs->stencilSize = values[5];
4249 cfgs->windowDrawable = values[6];
4250 cfgs->iPixelType = values[7];
4251 cfgs->doubleBuffer = values[8];
4252 cfgs->auxBuffers = values[9];
4253
4254 cfgs->pbufferDrawable = FALSE;
4255 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4256 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4257 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4258 int value;
4259 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4260 cfgs->pbufferDrawable = value;
4261 }
4262
4263 cfgs->numSamples = 0;
4264 /* Check multisample support */
4265 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4266 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4267 int value[2];
4268 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4269 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4270 * value[1] = number of multi sample buffers*/
4271 if(value[0])
4272 cfgs->numSamples = value[1];
4273 }
4274 }
4275
4276 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4277 cfgs++;
4278 }
4279
4280 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4281 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4282 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4283 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4284 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4285 * driver is allowed to consume more bits EXCEPT for stencil bits.
4286 *
4287 * Mark an adapter with this broken stencil behavior.
4288 */
4289 Adapters[0].brokenStencil = TRUE;
4290 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4291 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4292 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4293 Adapters[0].brokenStencil = FALSE;
4294 break;
4295 }
4296 }
4297
4298 fixup_extensions(&Adapters[0].gl_info);
4299
4300 WineD3D_ReleaseFakeGLContext();
4301
4302 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4303 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4304 fillGLAttribFuncs(&Adapters[0].gl_info);
4305 init_type_lookup(&Adapters[0].gl_info);
4306 Adapters[0].opengl = TRUE;
4307 }
4308 numAdapters = 1;
4309 TRACE("%d adapters successfully initialized\n", numAdapters);
4310
4311 return TRUE;
4312
4313 nogl_adapter:
4314 /* Initialize an adapter for ddraw-only memory counting */
4315 memset(Adapters, 0, sizeof(Adapters));
4316 Adapters[0].num = 0;
4317 Adapters[0].opengl = FALSE;
4318 Adapters[0].monitorPoint.x = -1;
4319 Adapters[0].monitorPoint.y = -1;
4320
4321 Adapters[0].driver = "Display";
4322 Adapters[0].description = "WineD3D DirectDraw Emulation";
4323 if(wined3d_settings.emulated_textureram) {
4324 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4325 } else {
4326 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4327 }
4328
4329 numAdapters = 1;
4330 return FALSE;
4331 }
4332 #undef PUSH1
4333 #undef GLINFO_LOCATION
4334
4335 /**********************************************************
4336 * IWineD3D VTbl follows
4337 **********************************************************/
4338
4339 const IWineD3DVtbl IWineD3D_Vtbl =
4340 {
4341 /* IUnknown */
4342 IWineD3DImpl_QueryInterface,
4343 IWineD3DImpl_AddRef,
4344 IWineD3DImpl_Release,
4345 /* IWineD3D */
4346 IWineD3DImpl_GetParent,
4347 IWineD3DImpl_GetAdapterCount,
4348 IWineD3DImpl_RegisterSoftwareDevice,
4349 IWineD3DImpl_GetAdapterMonitor,
4350 IWineD3DImpl_GetAdapterModeCount,
4351 IWineD3DImpl_EnumAdapterModes,
4352 IWineD3DImpl_GetAdapterDisplayMode,
4353 IWineD3DImpl_GetAdapterIdentifier,
4354 IWineD3DImpl_CheckDeviceMultiSampleType,
4355 IWineD3DImpl_CheckDepthStencilMatch,
4356 IWineD3DImpl_CheckDeviceType,
4357 IWineD3DImpl_CheckDeviceFormat,
4358 IWineD3DImpl_CheckDeviceFormatConversion,
4359 IWineD3DImpl_GetDeviceCaps,
4360 IWineD3DImpl_CreateDevice
4361 };