Sync to trunk r40610
[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 #define GLINFO_LOCATION (*gl_info)
40
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43
44 /* Extension detection */
45 static const struct {
46 const char *extension_string;
47 GL_SupportedExt extension;
48 DWORD version;
49 } EXTENSION_MAP[] = {
50 /* APPLE */
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56
57 /* ATI */
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
94
95 /* EXT */
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
105 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
106 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
107 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
108 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
109 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
110 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
111 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
112 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
113 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
114 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
115 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
116 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
117 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
118 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
119 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
120 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
121 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
122 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
123
124 /* NV */
125 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
126 {"GL_NV_fence", NV_FENCE, 0 },
127 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
128 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
129 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
130 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
131 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
132 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
133 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
134 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
135 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
136 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
137 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
138 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
139 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
140 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
141 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
144
145 /* SGI */
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
147 };
148
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
152
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
158
159 /* lookup tables */
160 const int minLookup[MAX_LOOKUPS] =
161 {
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
163 };
164
165 const int maxLookup[MAX_LOOKUPS] =
166 {
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
168 };
169
170 DWORD *stateLookup[MAX_LOOKUPS];
171
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
179 };
180
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 {
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
185 };
186
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
190 glAttribFunc specular_func_3ubv;
191 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
193 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
194
195 /**
196 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
197 * i.e., there is no GL Context - Get a default rendering context to enable the
198 * function query some info from GL.
199 */
200
201 static int wined3d_fake_gl_context_ref = 0;
202 static BOOL wined3d_fake_gl_context_foreign;
203 static BOOL wined3d_fake_gl_context_available = FALSE;
204 static HDC wined3d_fake_gl_context_hdc = NULL;
205 static HWND wined3d_fake_gl_context_hwnd = NULL;
206
207 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
208 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
209 {
210 0, 0, &wined3d_fake_gl_context_cs,
211 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
212 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
213 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
214 };
215 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
216
217 static void WineD3D_ReleaseFakeGLContext(void) {
218 HGLRC glCtx;
219
220 EnterCriticalSection(&wined3d_fake_gl_context_cs);
221
222 if(!wined3d_fake_gl_context_available) {
223 TRACE_(d3d_caps)("context not available\n");
224 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
225 return;
226 }
227
228 glCtx = pwglGetCurrentContext();
229
230 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
231 if (0 == (--wined3d_fake_gl_context_ref) ) {
232 if(!wined3d_fake_gl_context_foreign && glCtx) {
233 TRACE_(d3d_caps)("destroying fake GL context\n");
234 pwglMakeCurrent(NULL, NULL);
235 //ros hack, this line does destire the real icd interface in windows and reactos
236 // pwglDeleteContext(glCtx);
237 }
238 if(wined3d_fake_gl_context_hdc)
239 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
240 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
241 if(wined3d_fake_gl_context_hwnd)
242 DestroyWindow(wined3d_fake_gl_context_hwnd);
243 wined3d_fake_gl_context_hwnd = NULL;
244 wined3d_fake_gl_context_available = FALSE;
245 }
246 assert(wined3d_fake_gl_context_ref >= 0);
247
248 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
249 }
250
251 static BOOL WineD3D_CreateFakeGLContext(void) {
252 HGLRC glCtx = NULL;
253
254 EnterCriticalSection(&wined3d_fake_gl_context_cs);
255
256 TRACE("getting context...\n");
257 if(wined3d_fake_gl_context_ref > 0) goto ret;
258 assert(0 == wined3d_fake_gl_context_ref);
259
260 wined3d_fake_gl_context_foreign = TRUE;
261
262 glCtx = pwglGetCurrentContext();
263 if (!glCtx) {
264 PIXELFORMATDESCRIPTOR pfd;
265 int iPixelFormat;
266
267 wined3d_fake_gl_context_foreign = FALSE;
268
269 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
270 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
271 if(!wined3d_fake_gl_context_hwnd) {
272 ERR("HWND creation failed!\n");
273 goto fail;
274 }
275 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
276 if(!wined3d_fake_gl_context_hdc) {
277 ERR("GetDC failed!\n");
278 goto fail;
279 }
280
281 /* PixelFormat selection */
282 ZeroMemory(&pfd, sizeof(pfd));
283 pfd.nSize = sizeof(pfd);
284 pfd.nVersion = 1;
285 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
286 pfd.iPixelType = PFD_TYPE_RGBA;
287 pfd.cColorBits = 32;
288 pfd.iLayerType = PFD_MAIN_PLANE;
289
290 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
291 if(!iPixelFormat) {
292 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
293 ERR("Can't find a suitable iPixelFormat\n");
294 goto fail;
295 }
296 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
297 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
298
299 /* Create a GL context */
300 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
301 if (!glCtx) {
302 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
303 goto fail;
304 }
305
306 /* Make it the current GL context */
307 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
308 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
309 goto fail;
310 }
311 }
312
313 ret:
314 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
315 wined3d_fake_gl_context_ref++;
316 wined3d_fake_gl_context_available = TRUE;
317 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
318 return TRUE;
319 fail:
320 if(wined3d_fake_gl_context_hdc)
321 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
322 wined3d_fake_gl_context_hdc = NULL;
323 if(wined3d_fake_gl_context_hwnd)
324 DestroyWindow(wined3d_fake_gl_context_hwnd);
325 wined3d_fake_gl_context_hwnd = NULL;
326 if(glCtx) pwglDeleteContext(glCtx);
327 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
328 return FALSE;
329 }
330
331 /* Adjust the amount of used texture memory */
332 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
333 struct WineD3DAdapter *adapter = D3DDevice->adapter;
334
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
338 }
339
340 /**********************************************************
341 * IUnknown parts follows
342 **********************************************************/
343
344 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
345 {
346 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347
348 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
349 if (IsEqualGUID(riid, &IID_IUnknown)
350 || IsEqualGUID(riid, &IID_IWineD3DBase)
351 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
352 IUnknown_AddRef(iface);
353 *ppobj = This;
354 return S_OK;
355 }
356 *ppobj = NULL;
357 return E_NOINTERFACE;
358 }
359
360 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
361 IWineD3DImpl *This = (IWineD3DImpl *)iface;
362 ULONG refCount = InterlockedIncrement(&This->ref);
363
364 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
365 return refCount;
366 }
367
368 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
369 IWineD3DImpl *This = (IWineD3DImpl *)iface;
370 ULONG ref;
371 TRACE("(%p) : Releasing from %d\n", This, This->ref);
372 ref = InterlockedDecrement(&This->ref);
373 if (ref == 0) {
374 unsigned int i;
375
376 for (i = 0; i < This->adapter_count; ++i)
377 {
378 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
379 }
380 HeapFree(GetProcessHeap(), 0, This);
381 }
382
383 return ref;
384 }
385
386 /* Set the shader type for this device, depending on the given capabilities,
387 * the device type, and the user preferences in wined3d_settings */
388
389 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
390 {
391 if (wined3d_settings.vs_mode == VS_NONE) {
392 *vs_selected = SHADER_NONE;
393 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
394 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
395 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
396 * shaders only on this card. */
397 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
398 *vs_selected = SHADER_ARB;
399 else
400 *vs_selected = SHADER_GLSL;
401 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
402 *vs_selected = SHADER_ARB;
403 } else {
404 *vs_selected = SHADER_NONE;
405 }
406
407 if (wined3d_settings.ps_mode == PS_NONE) {
408 *ps_selected = SHADER_NONE;
409 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
410 *ps_selected = SHADER_GLSL;
411 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
412 *ps_selected = SHADER_ARB;
413 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
414 *ps_selected = SHADER_ATI;
415 } else {
416 *ps_selected = SHADER_NONE;
417 }
418 }
419
420 /** Select the number of report maximum shader constants based on the selected shader modes */
421 static void select_shader_max_constants(
422 int ps_selected_mode,
423 int vs_selected_mode,
424 WineD3D_GL_Info *gl_info) {
425
426 switch (vs_selected_mode) {
427 case SHADER_GLSL:
428 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
429 break;
430 case SHADER_ARB:
431 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
432 break;
433 default:
434 gl_info->max_vshader_constantsF = 0;
435 break;
436 }
437
438 switch (ps_selected_mode) {
439 case SHADER_GLSL:
440 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
441 break;
442 case SHADER_ARB:
443 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
444 break;
445 default:
446 gl_info->max_pshader_constantsF = 0;
447 break;
448 }
449 }
450
451 /**********************************************************
452 * IWineD3D parts follows
453 **********************************************************/
454
455 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
456 {
457 GLuint prog;
458 BOOL ret = FALSE;
459 const char *testcode =
460 "!!ARBvp1.0\n"
461 "PARAM C[66] = { program.env[0..65] };\n"
462 "ADDRESS A0;"
463 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
464 "ARL A0.x, zero.x;\n"
465 "MOV result.position, C[A0.x + 65];\n"
466 "END\n";
467
468 while(glGetError());
469 GL_EXTCALL(glGenProgramsARB(1, &prog));
470 if(!prog) {
471 ERR("Failed to create an ARB offset limit test program\n");
472 }
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
474 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
475 strlen(testcode), testcode));
476 if(glGetError() != 0) {
477 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
478 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
479 ret = TRUE;
480 } else TRACE("OpenGL implementation allows offsets > 63\n");
481
482 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
483 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
484 checkGLcall("ARB vp offset limit test cleanup\n");
485
486 return ret;
487 }
488
489 static DWORD ver_for_ext(GL_SupportedExt ext)
490 {
491 unsigned int i;
492 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
493 if(EXTENSION_MAP[i].extension == ext) {
494 return EXTENSION_MAP[i].version;
495 }
496 }
497 return 0;
498 }
499
500 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
501 const char *GL_Extensions = NULL;
502 const char *WGL_Extensions = NULL;
503 const char *gl_string = NULL;
504 const char *gl_string_cursor = NULL;
505 GLint gl_max;
506 GLfloat gl_floatv[2];
507 int major = 1, minor = 0;
508 BOOL return_value = TRUE;
509 unsigned i;
510 HDC hdc;
511 unsigned int vidmem=0;
512
513 TRACE_(d3d_caps)("(%p)\n", gl_info);
514
515 ENTER_GL();
516
517 gl_string = (const char *) glGetString(GL_RENDERER);
518 if (!gl_string) gl_string = "None";
519 strcpy(gl_info->gl_renderer, gl_string);
520
521 gl_string = (const char *) glGetString(GL_VENDOR);
522 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
523 if (gl_string != NULL) {
524 /* Fill in the GL vendor */
525 if (strstr(gl_string, "NVIDIA")) {
526 gl_info->gl_vendor = VENDOR_NVIDIA;
527 } else if (strstr(gl_string, "ATI")) {
528 gl_info->gl_vendor = VENDOR_ATI;
529 } else if (strstr(gl_string, "Intel(R)") ||
530 strstr(gl_info->gl_renderer, "Intel(R)") ||
531 strstr(gl_string, "Intel Inc.")) {
532 gl_info->gl_vendor = VENDOR_INTEL;
533 } else if (strstr(gl_string, "Mesa")) {
534 gl_info->gl_vendor = VENDOR_MESA;
535 } else {
536 gl_info->gl_vendor = VENDOR_WINE;
537 }
538 } else {
539 gl_info->gl_vendor = VENDOR_WINE;
540 }
541
542
543 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
544
545 /* Parse the GL_VERSION field into major and minor information */
546 gl_string = (const char *) glGetString(GL_VERSION);
547 if (gl_string != NULL) {
548
549 /* First, parse the generic opengl version. This is supposed not to be convoluted with
550 * driver specific information
551 */
552 gl_string_cursor = gl_string;
553 major = atoi(gl_string_cursor);
554 if(major <= 0) {
555 ERR("Invalid opengl major version: %d\n", major);
556 }
557 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
558 ++gl_string_cursor;
559 }
560 if (*gl_string_cursor++ != '.') {
561 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
562 }
563 minor = atoi(gl_string_cursor);
564 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
565 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
566
567 /* Now parse the driver specific string which we'll report to the app */
568 switch (gl_info->gl_vendor) {
569 case VENDOR_NVIDIA:
570 gl_string_cursor = strstr(gl_string, "NVIDIA");
571 if (!gl_string_cursor) {
572 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
573 break;
574 }
575
576 gl_string_cursor = strstr(gl_string_cursor, " ");
577 if (!gl_string_cursor) {
578 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
579 break;
580 }
581
582 while (*gl_string_cursor == ' ') {
583 ++gl_string_cursor;
584 }
585
586 if (!*gl_string_cursor) {
587 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
588 break;
589 }
590
591 major = atoi(gl_string_cursor);
592 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
593 ++gl_string_cursor;
594 }
595
596 if (*gl_string_cursor++ != '.') {
597 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
598 break;
599 }
600
601 minor = atoi(gl_string_cursor);
602 minor = major*100+minor;
603 major = 10;
604
605 break;
606
607 case VENDOR_ATI:
608 major = minor = 0;
609 gl_string_cursor = strchr(gl_string, '-');
610 if (gl_string_cursor) {
611 int error = 0;
612 gl_string_cursor++;
613
614 /* Check if version number is of the form x.y.z */
615 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
616 error = 1;
617 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
618 error = 1;
619 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
620 error = 1;
621 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
622 error = 1;
623
624 /* Mark version number as malformed */
625 if (error)
626 gl_string_cursor = 0;
627 }
628
629 if (!gl_string_cursor)
630 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
631 else {
632 major = *gl_string_cursor - '0';
633 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
634 }
635 break;
636
637 case VENDOR_INTEL:
638 /* Apple and Mesa version strings look differently, but both provide intel drivers */
639 if(strstr(gl_string, "APPLE")) {
640 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
641 * We only need the first part, and use the APPLE as identification
642 * "1.2 APPLE-1.4.56"
643 */
644 gl_string_cursor = gl_string;
645 major = atoi(gl_string_cursor);
646 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
647 ++gl_string_cursor;
648 }
649
650 if (*gl_string_cursor++ != '.') {
651 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
652 break;
653 }
654
655 minor = atoi(gl_string_cursor);
656 break;
657 }
658
659 case VENDOR_MESA:
660 gl_string_cursor = strstr(gl_string, "Mesa");
661 gl_string_cursor = strstr(gl_string_cursor, " ");
662 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
663 if (*gl_string_cursor) {
664 char tmp[16];
665 int cursor = 0;
666
667 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
668 tmp[cursor++] = *gl_string_cursor;
669 ++gl_string_cursor;
670 }
671 tmp[cursor] = 0;
672 major = atoi(tmp);
673
674 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
675 ++gl_string_cursor;
676
677 cursor = 0;
678 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
679 tmp[cursor++] = *gl_string_cursor;
680 ++gl_string_cursor;
681 }
682 tmp[cursor] = 0;
683 minor = atoi(tmp);
684 }
685 break;
686
687 default:
688 major = 0;
689 minor = 9;
690 }
691 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
692 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
693 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
694 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
695 } else {
696 FIXME("OpenGL driver did not return version information\n");
697 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
698 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
699 }
700
701 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
702
703 /*
704 * Initialize openGL extension related variables
705 * with Default values
706 */
707 memset(gl_info->supported, 0, sizeof(gl_info->supported));
708 gl_info->max_buffers = 1;
709 gl_info->max_textures = 1;
710 gl_info->max_texture_stages = 1;
711 gl_info->max_fragment_samplers = 1;
712 gl_info->max_vertex_samplers = 0;
713 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
714 gl_info->max_sampler_stages = 1;
715 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
716 gl_info->ps_arb_max_temps = 0;
717 gl_info->ps_arb_max_instructions = 0;
718 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_arb_max_temps = 0;
720 gl_info->vs_arb_max_instructions = 0;
721 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
722 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
723 gl_info->vs_glsl_constantsF = 0;
724 gl_info->ps_glsl_constantsF = 0;
725 gl_info->vs_arb_constantsF = 0;
726 gl_info->ps_arb_constantsF = 0;
727
728 /* Retrieve opengl defaults */
729 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
730 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
731 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
732
733 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
734 gl_info->max_lights = gl_max;
735 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
736
737 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
738 gl_info->max_texture_size = gl_max;
739 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
740
741 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
742 gl_info->max_pointsizemin = gl_floatv[0];
743 gl_info->max_pointsize = gl_floatv[1];
744 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
745
746 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
747 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
748 TRACE_(d3d_caps)("GL_Extensions reported:\n");
749
750 if (NULL == GL_Extensions) {
751 ERR(" GL_Extensions returns NULL\n");
752 } else {
753 while (*GL_Extensions != 0x00) {
754 const char *Start;
755 char ThisExtn[256];
756 size_t len;
757
758 while (isspace(*GL_Extensions)) GL_Extensions++;
759 Start = GL_Extensions;
760 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
761 GL_Extensions++;
762 }
763
764 len = GL_Extensions - Start;
765 if (len == 0 || len >= sizeof(ThisExtn))
766 continue;
767
768 memcpy(ThisExtn, Start, len);
769 ThisExtn[len] = '\0';
770 TRACE_(d3d_caps)("- %s\n", ThisExtn);
771
772 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
773 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
774 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
775 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
776 break;
777 }
778 }
779 }
780
781 LEAVE_GL();
782
783 /* Now work out what GL support this card really has */
784 #define USE_GL_FUNC(type, pfn, ext, replace) { \
785 DWORD ver = ver_for_ext(ext); \
786 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
787 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
788 else gl_info->pfn = NULL; \
789 }
790 GL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
792
793 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
794 WGL_EXT_FUNCS_GEN;
795 #undef USE_GL_FUNC
796
797 ENTER_GL();
798 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
799 * loading the functions, otherwise the code above will load the extension entry points instead of the
800 * core functions, which may not work
801 */
802 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
803 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
804 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
805 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
806 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
807 }
808 }
809
810 if (gl_info->supported[APPLE_FENCE]) {
811 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
812 * The apple extension interacts with some other apple exts. Disable the NV
813 * extension if the apple one is support to prevent confusion in other parts
814 * of the code
815 */
816 gl_info->supported[NV_FENCE] = FALSE;
817 }
818 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
819 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
820 *
821 * The enums are the same:
822 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
823 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
824 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
825 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
826 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
827 */
828 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
829 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
830 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
831 }
832 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
833 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
834 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
835 }
836 }
837 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
838 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
839 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
840 }
841 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
842 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844 * are supported. The nv extensions provide the same functionality as the
845 * ATI one, and a bit more(signed pixelformats)
846 */
847 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
848 }
849 }
850 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852 gl_info->max_buffers = gl_max;
853 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854 }
855 if (gl_info->supported[ARB_MULTITEXTURE]) {
856 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859
860 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861 GLint tmp;
862 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864 } else {
865 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866 }
867 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868
869 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870 GLint tmp;
871 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873 } else {
874 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875 }
876 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877
878 if (gl_info->supported[ARB_VERTEX_SHADER]) {
879 GLint tmp;
880 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_vertex_samplers = tmp;
882 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_combined_samplers = tmp;
884
885 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887 * an issue because then the sampler setup only depends on the two shaders. If a pixel
888 * shader is used with fixed function vertex processing we're fine too because fixed function
889 * vertex processing doesn't use any samplers. If fixed function fragment processing is
890 * used we have to make sure that all vertex sampler setups are valid together with all
891 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895 * a fixed function pipeline anymore.
896 *
897 * So this is just a check to check that our assumption holds true. If not, write a warning
898 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899 */
900 if(gl_info->max_vertex_samplers &&
901 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905 if( gl_info->max_combined_samplers > MAX_TEXTURES )
906 gl_info->max_vertex_samplers =
907 gl_info->max_combined_samplers - MAX_TEXTURES;
908 else
909 gl_info->max_vertex_samplers = 0;
910 }
911 } else {
912 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913 }
914 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916 }
917 if (gl_info->supported[ARB_VERTEX_BLEND]) {
918 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919 gl_info->max_blends = gl_max;
920 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921 }
922 if (gl_info->supported[EXT_TEXTURE3D]) {
923 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924 gl_info->max_texture3d_size = gl_max;
925 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926 }
927 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929 gl_info->max_anisotropy = gl_max;
930 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931 }
932 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933 gl_info->ps_arb_version = PS_VERSION_11;
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935 gl_info->ps_arb_constantsF = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938 gl_info->ps_arb_max_temps = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941 gl_info->ps_arb_max_instructions = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943 }
944 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945 gl_info->vs_arb_version = VS_VERSION_11;
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947 gl_info->vs_arb_constantsF = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950 gl_info->vs_arb_max_temps = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953 gl_info->vs_arb_max_instructions = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955
956 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957 }
958 if (gl_info->supported[ARB_VERTEX_SHADER]) {
959 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960 gl_info->vs_glsl_constantsF = gl_max / 4;
961 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962 }
963 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->ps_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968 gl_info->max_glsl_varyings = gl_max;
969 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970 }
971 if (gl_info->supported[EXT_VERTEX_SHADER]) {
972 gl_info->vs_ati_version = VS_VERSION_11;
973 }
974 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975 gl_info->vs_nv_version = VS_VERSION_30;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977 gl_info->vs_nv_version = VS_VERSION_20;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979 gl_info->vs_nv_version = VS_VERSION_11;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981 gl_info->vs_nv_version = VS_VERSION_10;
982 }
983 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984 gl_info->ps_nv_version = PS_VERSION_30;
985 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986 gl_info->ps_nv_version = PS_VERSION_20;
987 }
988 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990 } else {
991 gl_info->max_shininess = 128.0;
992 }
993 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995 * This saves a few redundant glDisable calls
996 */
997 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998 }
999 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000 /* Disable NV_register_combiners and fragment shader if this is supported.
1001 * generally the NV extensions are preferred over the ATI ones, and this
1002 * extension is disabled if register_combiners and texture_shader2 are both
1003 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004 * fragment processing support
1005 */
1006 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011 }
1012
1013 }
1014 checkGLcall("extension detection\n");
1015
1016 /* In some cases the number of texture stages can be larger than the number
1017 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018 * shaders), but 8 texture stages (register combiners). */
1019 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020
1021 /* We can only use ORM_FBO when the hardware supports it. */
1022 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1025 }
1026
1027 /* MRTs are currently only supported when FBOs are used. */
1028 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029 gl_info->max_buffers = 1;
1030 }
1031
1032 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034 * in case of the latest videocards in the number of pixel/vertex pipelines.
1035 *
1036 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037 * rendering. Various games use this information to get a rough estimation of the features of the card
1038 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041 * not the PCI id.
1042 *
1043 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050 * is limited.
1051 *
1052 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054 * similar 3d features.
1055 *
1056 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059 * won't pass we return a default card. This way is better than maintaining a full card database as even
1060 * without a full database we can return a card with similar features. Second the size of the database
1061 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063 * to distinguishes between different models from that family.
1064 *
1065 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071 * memory behind our backs if really needed.
1072 * Note that the amount of video memory can be overruled using a registry setting.
1073 */
1074 switch (gl_info->gl_vendor) {
1075 case VENDOR_NVIDIA:
1076 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078 */
1079 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080 /* Geforce 200 - highend */
1081 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1082 strstr(gl_info->gl_renderer, "GTX 285") ||
1083 strstr(gl_info->gl_renderer, "GTX 295"))
1084 {
1085 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1086 vidmem = 1024;
1087 }
1088 /* Geforce 200 - midend high */
1089 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1090 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1091 vidmem = 896;
1092 }
1093 /* Geforce 200 - midend */
1094 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1095 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1096 vidmem = 1024;
1097 }
1098 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1099 else if(strstr(gl_info->gl_renderer, "9800") ||
1100 strstr(gl_info->gl_renderer, "GTS 150") ||
1101 strstr(gl_info->gl_renderer, "GTS 250"))
1102 {
1103 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1104 vidmem = 512;
1105 }
1106 /* Geforce9 - midend */
1107 else if(strstr(gl_info->gl_renderer, "9600")) {
1108 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1109 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1110 }
1111 /* Geforce9 - midend low / Geforce 200 - low*/
1112 else if(strstr(gl_info->gl_renderer, "9500") ||
1113 strstr(gl_info->gl_renderer, "GT 120") ||
1114 strstr(gl_info->gl_renderer, "GT 130"))
1115 {
1116 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1117 vidmem = 256; /* The 9500GT has 256-1024MB */
1118 }
1119 /* Geforce9 - lowend */
1120 else if(strstr(gl_info->gl_renderer, "9400")) {
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1122 vidmem = 256; /* The 9400GT has 256-1024MB */
1123 }
1124 /* Geforce9 - lowend low */
1125 else if(strstr(gl_info->gl_renderer, "9100") ||
1126 strstr(gl_info->gl_renderer, "9200") ||
1127 strstr(gl_info->gl_renderer, "9300") ||
1128 strstr(gl_info->gl_renderer, "G 100"))
1129 {
1130 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1131 vidmem = 256; /* The 9100-9300 cards have 256MB */
1132 }
1133 /* Geforce8 - highend */
1134 else if (strstr(gl_info->gl_renderer, "8800")) {
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1136 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1137 }
1138 /* Geforce8 - midend mobile */
1139 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1141 vidmem = 512;
1142 }
1143 /* Geforce8 - midend */
1144 else if(strstr(gl_info->gl_renderer, "8600") ||
1145 strstr(gl_info->gl_renderer, "8700"))
1146 {
1147 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1148 vidmem = 256;
1149 }
1150 /* Geforce8 - lowend */
1151 else if(strstr(gl_info->gl_renderer, "8300") ||
1152 strstr(gl_info->gl_renderer, "8400") ||
1153 strstr(gl_info->gl_renderer, "8500"))
1154 {
1155 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1156 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1157 }
1158 /* Geforce7 - highend */
1159 else if(strstr(gl_info->gl_renderer, "7800") ||
1160 strstr(gl_info->gl_renderer, "7900") ||
1161 strstr(gl_info->gl_renderer, "7950") ||
1162 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1163 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1164 {
1165 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1166 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1167 }
1168 /* Geforce7 midend */
1169 else if(strstr(gl_info->gl_renderer, "7600") ||
1170 strstr(gl_info->gl_renderer, "7700")) {
1171 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1172 vidmem = 256; /* The 7600 uses 256-512MB */
1173 /* Geforce7 lower medium */
1174 } else if(strstr(gl_info->gl_renderer, "7400")) {
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1176 vidmem = 256; /* The 7400 uses 256-512MB */
1177 }
1178 /* Geforce7 lowend */
1179 else if(strstr(gl_info->gl_renderer, "7300")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1181 vidmem = 256; /* Mac Pros with this card have 256 MB */
1182 }
1183 /* Geforce6 highend */
1184 else if(strstr(gl_info->gl_renderer, "6800"))
1185 {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1187 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1188 }
1189 /* Geforce6 - midend */
1190 else if(strstr(gl_info->gl_renderer, "6600") ||
1191 strstr(gl_info->gl_renderer, "6610") ||
1192 strstr(gl_info->gl_renderer, "6700"))
1193 {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1195 vidmem = 128; /* A 6600GT has 128-256MB */
1196 }
1197 /* Geforce6/7 lowend */
1198 else {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1200 vidmem = 64; /* */
1201 }
1202 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1203 /* GeforceFX - highend */
1204 if (strstr(gl_info->gl_renderer, "5800") ||
1205 strstr(gl_info->gl_renderer, "5900") ||
1206 strstr(gl_info->gl_renderer, "5950") ||
1207 strstr(gl_info->gl_renderer, "Quadro FX"))
1208 {
1209 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1210 vidmem = 256; /* 5800-5900 cards use 256MB */
1211 }
1212 /* GeforceFX - midend */
1213 else if(strstr(gl_info->gl_renderer, "5600") ||
1214 strstr(gl_info->gl_renderer, "5650") ||
1215 strstr(gl_info->gl_renderer, "5700") ||
1216 strstr(gl_info->gl_renderer, "5750"))
1217 {
1218 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1219 vidmem = 128; /* A 5600 uses 128-256MB */
1220 }
1221 /* GeforceFX - lowend */
1222 else {
1223 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1224 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1225 }
1226 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1227 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1228 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1229 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1230 }
1231 else {
1232 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1233 vidmem = 64; /* Geforce3 cards have 64-128MB */
1234 }
1235 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1236 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1237 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1238 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1239 }
1240 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1241 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1242 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1243 }
1244 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1245 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1246 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1247 }
1248 else {
1249 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1250 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1251 }
1252 } else {
1253 if (strstr(gl_info->gl_renderer, "TNT2")) {
1254 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1255 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1256 }
1257 else {
1258 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1259 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1260 }
1261 }
1262 break;
1263 case VENDOR_ATI:
1264 if(WINE_D3D9_CAPABLE(gl_info)) {
1265 /* Radeon R6xx HD2900/HD3800 - highend */
1266 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1267 strstr(gl_info->gl_renderer, "HD 3870") ||
1268 strstr(gl_info->gl_renderer, "HD 3850"))
1269 {
1270 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1271 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1272 }
1273 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1274 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1275 strstr(gl_info->gl_renderer, "HD 3830") ||
1276 strstr(gl_info->gl_renderer, "HD 3690") ||
1277 strstr(gl_info->gl_renderer, "HD 3650"))
1278 {
1279 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1280 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1281 }
1282 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1283 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1284 strstr(gl_info->gl_renderer, "HD 2400") ||
1285 strstr(gl_info->gl_renderer, "HD 3470") ||
1286 strstr(gl_info->gl_renderer, "HD 3450") ||
1287 strstr(gl_info->gl_renderer, "HD 3430"))
1288 {
1289 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1290 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1291 }
1292 /* Radeon R6xx/R7xx integrated */
1293 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1294 strstr(gl_info->gl_renderer, "HD 3200") ||
1295 strstr(gl_info->gl_renderer, "HD 3300"))
1296 {
1297 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1298 vidmem = 128; /* 128MB */
1299 }
1300 /* Radeon R5xx */
1301 else if (strstr(gl_info->gl_renderer, "X1600") ||
1302 strstr(gl_info->gl_renderer, "X1650") ||
1303 strstr(gl_info->gl_renderer, "X1800") ||
1304 strstr(gl_info->gl_renderer, "X1900") ||
1305 strstr(gl_info->gl_renderer, "X1950"))
1306 {
1307 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1308 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1309 }
1310 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1311 else if(strstr(gl_info->gl_renderer, "X700") ||
1312 strstr(gl_info->gl_renderer, "X800") ||
1313 strstr(gl_info->gl_renderer, "X850") ||
1314 strstr(gl_info->gl_renderer, "X1300") ||
1315 strstr(gl_info->gl_renderer, "X1400") ||
1316 strstr(gl_info->gl_renderer, "X1450") ||
1317 strstr(gl_info->gl_renderer, "X1550"))
1318 {
1319 gl_info->gl_card = CARD_ATI_RADEON_X700;
1320 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1321 }
1322 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1323 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1324 {
1325 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1326 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1327 }
1328 /* Radeon R3xx */
1329 else {
1330 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1331 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1332 }
1333 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1334 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1335 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1336 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1337 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1338 vidmem = 32; /* There are models with up to 64MB */
1339 } else {
1340 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1341 vidmem = 16; /* There are 16-32MB models */
1342 }
1343 break;
1344 case VENDOR_INTEL:
1345 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1346 strstr(gl_info->gl_renderer, "945GM")) {
1347 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1348 gl_info->gl_card = CARD_INTEL_I945GM;
1349 vidmem = 64;
1350 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1351 gl_info->gl_card = CARD_INTEL_I915GM;
1352 } else if (strstr(gl_info->gl_renderer, "915G")) {
1353 gl_info->gl_card = CARD_INTEL_I915G;
1354 } else if (strstr(gl_info->gl_renderer, "865G")) {
1355 gl_info->gl_card = CARD_INTEL_I865G;
1356 } else if (strstr(gl_info->gl_renderer, "855G")) {
1357 gl_info->gl_card = CARD_INTEL_I855G;
1358 } else if (strstr(gl_info->gl_renderer, "830G")) {
1359 gl_info->gl_card = CARD_INTEL_I830G;
1360 } else {
1361 gl_info->gl_card = CARD_INTEL_I915G;
1362 }
1363 break;
1364 case VENDOR_MESA:
1365 case VENDOR_WINE:
1366 default:
1367 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1368 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1369 * them a good generic choice.
1370 */
1371 gl_info->gl_vendor = VENDOR_NVIDIA;
1372 if(WINE_D3D9_CAPABLE(gl_info))
1373 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1374 else if(WINE_D3D8_CAPABLE(gl_info))
1375 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1376 else if(WINE_D3D7_CAPABLE(gl_info))
1377 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1378 else if(WINE_D3D6_CAPABLE(gl_info))
1379 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1380 else
1381 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1382 }
1383 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1384
1385 /* If we have an estimate use it, else default to 64MB; */
1386 if(vidmem)
1387 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1388 else
1389 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1390
1391 /* Load all the lookup tables */
1392 for (i = 0; i < MAX_LOOKUPS; i++) {
1393 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1394 }
1395
1396 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1397 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1398 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1399 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1400 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1401 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1402 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1403 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1404 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1405 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1406
1407 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1408 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1409 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1410 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1411 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1412
1413
1414 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1415 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1416 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1417 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1418 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1419 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1420 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1421 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1422 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1423 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1424 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1425 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1426 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1427 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1428 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1429
1430 /* TODO: config lookups */
1431
1432 /* Make sure there's an active HDC else the WGL extensions will fail */
1433 hdc = pwglGetCurrentDC();
1434 if (hdc) {
1435 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1436 if(GL_EXTCALL(wglGetExtensionsStringARB))
1437 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1438
1439 if (NULL == WGL_Extensions) {
1440 ERR(" WGL_Extensions returns NULL\n");
1441 } else {
1442 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1443 while (*WGL_Extensions != 0x00) {
1444 const char *Start;
1445 char ThisExtn[256];
1446 size_t len;
1447
1448 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1449 Start = WGL_Extensions;
1450 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1451 WGL_Extensions++;
1452 }
1453
1454 len = WGL_Extensions - Start;
1455 if (len == 0 || len >= sizeof(ThisExtn))
1456 continue;
1457
1458 memcpy(ThisExtn, Start, len);
1459 ThisExtn[len] = '\0';
1460 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1461
1462 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1463 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1464 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1465 }
1466 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1467 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1468 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1469 }
1470 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1471 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1472 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1473 }
1474 }
1475 }
1476 }
1477 LEAVE_GL();
1478
1479 return return_value;
1480 }
1481
1482 /**********************************************************
1483 * IWineD3D implementation follows
1484 **********************************************************/
1485
1486 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1487 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1488
1489 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1490
1491 return This->adapter_count;
1492 }
1493
1494 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1495 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1496 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1497 return WINED3D_OK;
1498 }
1499
1500 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1501 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1502
1503 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1504
1505 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1506 return NULL;
1507 }
1508
1509 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1510 }
1511
1512 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1513 of the same bpp but different resolutions */
1514
1515 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1516 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1517 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1518 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1519
1520 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1521 return 0;
1522 }
1523
1524 /* TODO: Store modes per adapter and read it from the adapter structure */
1525 if (Adapter == 0) { /* Display */
1526 int i = 0;
1527 int j = 0;
1528
1529 if (!DEBUG_SINGLE_MODE) {
1530 DEVMODEW DevModeW;
1531
1532 ZeroMemory(&DevModeW, sizeof(DevModeW));
1533 DevModeW.dmSize = sizeof(DevModeW);
1534 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1535 j++;
1536 switch (Format)
1537 {
1538 case WINED3DFMT_UNKNOWN:
1539 /* This is for D3D8, do not enumerate P8 here */
1540 if (DevModeW.dmBitsPerPel == 32 ||
1541 DevModeW.dmBitsPerPel == 16) i++;
1542 break;
1543 case WINED3DFMT_X8R8G8B8:
1544 if (DevModeW.dmBitsPerPel == 32) i++;
1545 break;
1546 case WINED3DFMT_R5G6B5:
1547 if (DevModeW.dmBitsPerPel == 16) i++;
1548 break;
1549 case WINED3DFMT_P8:
1550 if (DevModeW.dmBitsPerPel == 8) i++;
1551 break;
1552 default:
1553 /* Skip other modes as they do not match the requested format */
1554 break;
1555 }
1556 }
1557 } else {
1558 i = 1;
1559 j = 1;
1560 }
1561
1562 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1563 return i;
1564 } else {
1565 FIXME_(d3d_caps)("Adapter not primary display\n");
1566 }
1567 return 0;
1568 }
1569
1570 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1571 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1572 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1573 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1574
1575 /* Validate the parameters as much as possible */
1576 if (NULL == pMode ||
1577 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1578 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1579 return WINED3DERR_INVALIDCALL;
1580 }
1581
1582 /* TODO: Store modes per adapter and read it from the adapter structure */
1583 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1584 DEVMODEW DevModeW;
1585 int ModeIdx = 0;
1586 UINT i = 0;
1587 int j = 0;
1588
1589 ZeroMemory(&DevModeW, sizeof(DevModeW));
1590 DevModeW.dmSize = sizeof(DevModeW);
1591
1592 /* If we are filtering to a specific format (D3D9), then need to skip
1593 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1594 just count through the ones with valid bit depths */
1595 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1596 switch (Format)
1597 {
1598 case WINED3DFMT_UNKNOWN:
1599 /* This is D3D8. Do not enumerate P8 here */
1600 if (DevModeW.dmBitsPerPel == 32 ||
1601 DevModeW.dmBitsPerPel == 16) i++;
1602 break;
1603 case WINED3DFMT_X8R8G8B8:
1604 if (DevModeW.dmBitsPerPel == 32) i++;
1605 break;
1606 case WINED3DFMT_R5G6B5:
1607 if (DevModeW.dmBitsPerPel == 16) i++;
1608 break;
1609 case WINED3DFMT_P8:
1610 if (DevModeW.dmBitsPerPel == 8) i++;
1611 break;
1612 default:
1613 /* Modes that don't match what we support can get an early-out */
1614 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1615 return WINED3DERR_INVALIDCALL;
1616 }
1617 }
1618
1619 if (i == 0) {
1620 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1621 return WINED3DERR_INVALIDCALL;
1622 }
1623 ModeIdx = j - 1;
1624
1625 /* Now get the display mode via the calculated index */
1626 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1627 pMode->Width = DevModeW.dmPelsWidth;
1628 pMode->Height = DevModeW.dmPelsHeight;
1629 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1630 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1631 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632
1633 if (Format == WINED3DFMT_UNKNOWN) {
1634 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1635 } else {
1636 pMode->Format = Format;
1637 }
1638 } else {
1639 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1640 return WINED3DERR_INVALIDCALL;
1641 }
1642
1643 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1644 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1645 DevModeW.dmBitsPerPel);
1646
1647 } else if (DEBUG_SINGLE_MODE) {
1648 /* Return one setting of the format requested */
1649 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1650 pMode->Width = 800;
1651 pMode->Height = 600;
1652 pMode->RefreshRate = 60;
1653 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1654 } else {
1655 FIXME_(d3d_caps)("Adapter not primary display\n");
1656 }
1657
1658 return WINED3D_OK;
1659 }
1660
1661 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1662 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1663 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1664
1665 if (NULL == pMode ||
1666 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1667 return WINED3DERR_INVALIDCALL;
1668 }
1669
1670 if (Adapter == 0) { /* Display */
1671 int bpp = 0;
1672 DEVMODEW DevModeW;
1673
1674 ZeroMemory(&DevModeW, sizeof(DevModeW));
1675 DevModeW.dmSize = sizeof(DevModeW);
1676
1677 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1678 pMode->Width = DevModeW.dmPelsWidth;
1679 pMode->Height = DevModeW.dmPelsHeight;
1680 bpp = DevModeW.dmBitsPerPel;
1681 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1682 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1683 {
1684 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1685 }
1686
1687 pMode->Format = pixelformat_for_depth(bpp);
1688 } else {
1689 FIXME_(d3d_caps)("Adapter not primary display\n");
1690 }
1691
1692 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1693 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1694 return WINED3D_OK;
1695 }
1696
1697 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1698 and fields being inserted in the middle, a new structure is used in place */
1699 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1700 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1701 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1702
1703 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1704
1705 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1706 return WINED3DERR_INVALIDCALL;
1707 }
1708
1709 /* Return the information requested */
1710 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1711 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1712 if(This->adapters[Adapter].gl_info.driver_description)
1713 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1714 else /* Copy default description "Direct3D HAL" */
1715 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1716
1717 /* Note dx8 doesn't supply a DeviceName */
1718 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1719 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1720 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1721 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1722 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1723 *(pIdentifier->SubSysId) = 0;
1724 *(pIdentifier->Revision) = 0;
1725 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1726
1727 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1728 {
1729 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1730 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1731 }
1732
1733 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1734 {
1735 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1736 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1737 }
1738
1739 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1740 *(pIdentifier->WHQLLevel) = 0;
1741 } else {
1742 *(pIdentifier->WHQLLevel) = 1;
1743 }
1744
1745 return WINED3D_OK;
1746 }
1747
1748 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1749 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1750 {
1751 short redSize, greenSize, blueSize, alphaSize, colorBits;
1752
1753 if(!cfg)
1754 return FALSE;
1755
1756 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1757 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1758 {
1759 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1760 return FALSE;
1761 }
1762
1763 if(cfg->redSize < redSize)
1764 return FALSE;
1765
1766 if(cfg->greenSize < greenSize)
1767 return FALSE;
1768
1769 if(cfg->blueSize < blueSize)
1770 return FALSE;
1771
1772 if(cfg->alphaSize < alphaSize)
1773 return FALSE;
1774
1775 return TRUE;
1776 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1777 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1778 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1779 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1780 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1781 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1782 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1783 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1784 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1785 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1786 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1787 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1788 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1789 } else {
1790 /* Probably a color index mode */
1791 return FALSE;
1792 }
1793
1794 return FALSE;
1795 }
1796
1797 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1798 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1799 {
1800 short depthSize, stencilSize;
1801 BOOL lockable = FALSE;
1802
1803 if(!cfg)
1804 return FALSE;
1805
1806 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1807 {
1808 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1809 return FALSE;
1810 }
1811
1812 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1813 lockable = TRUE;
1814
1815 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1816 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1817 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1818 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1819 return FALSE;
1820
1821 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1822 * allow more stencil bits than requested. */
1823 if(cfg->stencilSize < stencilSize)
1824 return FALSE;
1825
1826 return TRUE;
1827 }
1828
1829 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1830 WINED3DFORMAT AdapterFormat,
1831 WINED3DFORMAT RenderTargetFormat,
1832 WINED3DFORMAT DepthStencilFormat) {
1833 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1834 int nCfgs;
1835 const WineD3D_PixelFormat *cfgs;
1836 const struct WineD3DAdapter *adapter;
1837 const struct GlPixelFormatDesc *rt_format_desc;
1838 const struct GlPixelFormatDesc *ds_format_desc;
1839 int it;
1840
1841 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1842 This, Adapter,
1843 DeviceType, debug_d3ddevicetype(DeviceType),
1844 AdapterFormat, debug_d3dformat(AdapterFormat),
1845 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1846 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1847
1848 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1849 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1850 return WINED3DERR_INVALIDCALL;
1851 }
1852
1853 adapter = &This->adapters[Adapter];
1854 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1855 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1856 cfgs = adapter->cfgs;
1857 nCfgs = adapter->nCfgs;
1858 for (it = 0; it < nCfgs; ++it) {
1859 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1860 {
1861 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1862 {
1863 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1864 return WINED3D_OK;
1865 }
1866 }
1867 }
1868 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1869
1870 return WINED3DERR_NOTAVAILABLE;
1871 }
1872
1873 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1874 WINED3DFORMAT SurfaceFormat,
1875 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1876
1877 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1878 const struct GlPixelFormatDesc *glDesc;
1879 const struct WineD3DAdapter *adapter;
1880
1881 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1882 This,
1883 Adapter,
1884 DeviceType, debug_d3ddevicetype(DeviceType),
1885 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1886 Windowed,
1887 MultiSampleType,
1888 pQualityLevels);
1889
1890 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1891 return WINED3DERR_INVALIDCALL;
1892 }
1893
1894 /* TODO: handle Windowed, add more quality levels */
1895
1896 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1897
1898 /* By default multisampling is disabled right now as it causes issues
1899 * on some Nvidia driver versions and it doesn't work well in combination
1900 * with FBOs yet. */
1901 if(!wined3d_settings.allow_multisampling)
1902 return WINED3DERR_NOTAVAILABLE;
1903
1904 adapter = &This->adapters[Adapter];
1905 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1906 if (!glDesc) return WINED3DERR_INVALIDCALL;
1907
1908 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1909 int i, nCfgs;
1910 const WineD3D_PixelFormat *cfgs;
1911
1912 cfgs = adapter->cfgs;
1913 nCfgs = adapter->nCfgs;
1914 for(i=0; i<nCfgs; i++) {
1915 if(cfgs[i].numSamples != MultiSampleType)
1916 continue;
1917
1918 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1919 continue;
1920
1921 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1922
1923 if(pQualityLevels)
1924 *pQualityLevels = 1; /* Guess at a value! */
1925 return WINED3D_OK;
1926 }
1927 }
1928 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1929 short redSize, greenSize, blueSize, alphaSize, colorBits;
1930 int i, nCfgs;
1931 const WineD3D_PixelFormat *cfgs;
1932
1933 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1934 {
1935 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1936 return WINED3DERR_NOTAVAILABLE;
1937 }
1938
1939 cfgs = adapter->cfgs;
1940 nCfgs = adapter->nCfgs;
1941 for(i=0; i<nCfgs; i++) {
1942 if(cfgs[i].numSamples != MultiSampleType)
1943 continue;
1944 if(cfgs[i].redSize != redSize)
1945 continue;
1946 if(cfgs[i].greenSize != greenSize)
1947 continue;
1948 if(cfgs[i].blueSize != blueSize)
1949 continue;
1950 if(cfgs[i].alphaSize != alphaSize)
1951 continue;
1952
1953 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1954
1955 if(pQualityLevels)
1956 *pQualityLevels = 1; /* Guess at a value! */
1957 return WINED3D_OK;
1958 }
1959 }
1960 return WINED3DERR_NOTAVAILABLE;
1961 }
1962
1963 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1964 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1965
1966 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1967 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1968 UINT nmodes;
1969
1970 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1971 This,
1972 Adapter,
1973 DeviceType, debug_d3ddevicetype(DeviceType),
1974 DisplayFormat, debug_d3dformat(DisplayFormat),
1975 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1976 Windowed);
1977
1978 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1979 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1980 return WINED3DERR_INVALIDCALL;
1981 }
1982
1983 /* The task of this function is to check whether a certain display / backbuffer format
1984 * combination is available on the given adapter. In fullscreen mode microsoft specified
1985 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1986 * and display format should match exactly.
1987 * In windowed mode format conversion can occur and this depends on the driver. When format
1988 * conversion is done, this function should nevertheless fail and applications need to use
1989 * CheckDeviceFormatConversion.
1990 * At the moment we assume that fullscreen and windowed have the same capabilities */
1991
1992 /* There are only 4 display formats */
1993 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1994 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1995 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1996 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1997 {
1998 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1999 return WINED3DERR_NOTAVAILABLE;
2000 }
2001
2002 /* If the requested DisplayFormat is not available, don't continue */
2003 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2004 if(!nmodes) {
2005 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2006 return WINED3DERR_NOTAVAILABLE;
2007 }
2008
2009 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2010 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2011 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2012 return WINED3DERR_NOTAVAILABLE;
2013 }
2014
2015 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2016 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2017 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2018 return WINED3DERR_NOTAVAILABLE;
2019 }
2020
2021 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2022 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2023 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2024 return WINED3DERR_NOTAVAILABLE;
2025 }
2026
2027 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2028 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2029 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2030 return WINED3DERR_NOTAVAILABLE;
2031 }
2032
2033 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2034 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2035 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2036 return WINED3DERR_NOTAVAILABLE;
2037 }
2038
2039 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2040 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2041 if(FAILED(hr))
2042 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2043
2044 return hr;
2045 }
2046
2047
2048 /* Check if we support bumpmapping for a format */
2049 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2050 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2051 {
2052 const struct fragment_pipeline *fp;
2053
2054 switch(format_desc->format)
2055 {
2056 case WINED3DFMT_R8G8_SNORM:
2057 case WINED3DFMT_R16G16_SNORM:
2058 case WINED3DFMT_L6V5U5:
2059 case WINED3DFMT_X8L8V8U8:
2060 case WINED3DFMT_R8G8B8A8_SNORM:
2061 /* Ask the fixed function pipeline implementation if it can deal
2062 * with the conversion. If we've got a GL extension giving native
2063 * support this will be an identity conversion. */
2064 fp = select_fragment_implementation(adapter, DeviceType);
2065 if (fp->color_fixup_supported(format_desc->color_fixup))
2066 {
2067 TRACE_(d3d_caps)("[OK]\n");
2068 return TRUE;
2069 }
2070 TRACE_(d3d_caps)("[FAILED]\n");
2071 return FALSE;
2072
2073 default:
2074 TRACE_(d3d_caps)("[FAILED]\n");
2075 return FALSE;
2076 }
2077 }
2078
2079 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2080 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2081 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2082 {
2083 int it=0;
2084
2085 /* Only allow depth/stencil formats */
2086 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2087
2088 /* Walk through all WGL pixel formats to find a match */
2089 for (it = 0; it < adapter->nCfgs; ++it)
2090 {
2091 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2092 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2093 {
2094 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2095 {
2096 return TRUE;
2097 }
2098 }
2099 }
2100
2101 return FALSE;
2102 }
2103
2104 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2105 {
2106 /* The flags entry of a format contains the filtering capability */
2107 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2108
2109 return FALSE;
2110 }
2111
2112 /* Check the render target capabilities of a format */
2113 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2114 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2115 {
2116 /* Filter out non-RT formats */
2117 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2118
2119 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2120 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2121 int it;
2122 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2123 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2124
2125 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2126 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2127
2128 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2129 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2130 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2131 TRACE_(d3d_caps)("[FAILED]\n");
2132 return FALSE;
2133 }
2134
2135 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2136 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2137 for (it = 0; it < adapter->nCfgs; ++it)
2138 {
2139 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2140 &cfgs[it], check_format_desc))
2141 {
2142 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2143 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2144 return TRUE;
2145 }
2146 }
2147 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2148 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2149 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2150 int it;
2151
2152 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2153 for (it = 0; it < adapter->nCfgs; ++it)
2154 {
2155 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2156 &cfgs[it], check_format_desc))
2157 {
2158 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2159 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2160 return TRUE;
2161 }
2162 }
2163 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2164 /* For now return TRUE for FBOs until we have some proper checks.
2165 * Note that this function will only be called when the format is around for texturing. */
2166 return TRUE;
2167 }
2168 return FALSE;
2169 }
2170
2171 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2172 {
2173 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2174
2175 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2176 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2177 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2178 return FALSE;
2179 }
2180
2181 switch (format_desc->format)
2182 {
2183 case WINED3DFMT_A8R8G8B8:
2184 case WINED3DFMT_X8R8G8B8:
2185 case WINED3DFMT_A4R4G4B4:
2186 case WINED3DFMT_L8:
2187 case WINED3DFMT_A8L8:
2188 case WINED3DFMT_DXT1:
2189 case WINED3DFMT_DXT2:
2190 case WINED3DFMT_DXT3:
2191 case WINED3DFMT_DXT4:
2192 case WINED3DFMT_DXT5:
2193 TRACE_(d3d_caps)("[OK]\n");
2194 return TRUE;
2195
2196 default:
2197 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2198 return FALSE;
2199 }
2200 return FALSE;
2201 }
2202
2203 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2204 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2205 {
2206 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2207 * doing the color fixup in shaders.
2208 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2209 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2210 {
2211 int vs_selected_mode;
2212 int ps_selected_mode;
2213 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2214
2215 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2216 TRACE_(d3d_caps)("[OK]\n");
2217 return TRUE;
2218 }
2219 }
2220
2221 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2222 return FALSE;
2223 }
2224
2225 /* Check if a format support blending in combination with pixel shaders */
2226 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2227 const struct GlPixelFormatDesc *format_desc)
2228 {
2229 /* The flags entry of a format contains the post pixel shader blending capability */
2230 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2231
2232 return FALSE;
2233 }
2234
2235 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2236 {
2237 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2238 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2239 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2240 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2241 * capability anyway.
2242 *
2243 * For now lets report this on all formats, but in the future we may want to
2244 * restrict it to some should games need that
2245 */
2246 return TRUE;
2247 }
2248
2249 /* Check if a texture format is supported on the given adapter */
2250 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2251 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2252 {
2253 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2254 const shader_backend_t *shader_backend;
2255 const struct fragment_pipeline *fp;
2256
2257 switch (format_desc->format)
2258 {
2259 /*****
2260 * supported: RGB(A) formats
2261 */
2262 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2263 case WINED3DFMT_A8R8G8B8:
2264 case WINED3DFMT_X8R8G8B8:
2265 case WINED3DFMT_R5G6B5:
2266 case WINED3DFMT_X1R5G5B5:
2267 case WINED3DFMT_A1R5G5B5:
2268 case WINED3DFMT_A4R4G4B4:
2269 case WINED3DFMT_A8_UNORM:
2270 case WINED3DFMT_X4R4G4B4:
2271 case WINED3DFMT_R8G8B8A8_UNORM:
2272 case WINED3DFMT_X8B8G8R8:
2273 case WINED3DFMT_A2R10G10B10:
2274 case WINED3DFMT_R10G10B10A2_UNORM:
2275 case WINED3DFMT_R16G16_UNORM:
2276 TRACE_(d3d_caps)("[OK]\n");
2277 return TRUE;
2278
2279 case WINED3DFMT_R3G3B2:
2280 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2281 return FALSE;
2282
2283 /*****
2284 * supported: Palettized
2285 */
2286 case WINED3DFMT_P8:
2287 TRACE_(d3d_caps)("[OK]\n");
2288 return TRUE;
2289 /* No Windows driver offers A8P8, so don't offer it either */
2290 case WINED3DFMT_A8P8:
2291 return FALSE;
2292
2293 /*****
2294 * Supported: (Alpha)-Luminance
2295 */
2296 case WINED3DFMT_L8:
2297 case WINED3DFMT_A8L8:
2298 case WINED3DFMT_L16:
2299 TRACE_(d3d_caps)("[OK]\n");
2300 return TRUE;
2301
2302 /* Not supported on Windows, thus disabled */
2303 case WINED3DFMT_A4L4:
2304 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2305 return FALSE;
2306
2307 /*****
2308 * Supported: Depth/Stencil formats
2309 */
2310 case WINED3DFMT_D16_LOCKABLE:
2311 case WINED3DFMT_D16_UNORM:
2312 case WINED3DFMT_D15S1:
2313 case WINED3DFMT_D24X8:
2314 case WINED3DFMT_D24X4S4:
2315 case WINED3DFMT_D24S8:
2316 case WINED3DFMT_D24FS8:
2317 case WINED3DFMT_D32:
2318 case WINED3DFMT_D32F_LOCKABLE:
2319 return TRUE;
2320
2321 /*****
2322 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2323 * GL_NV_texture_shader). Emulated by shaders
2324 */
2325 case WINED3DFMT_R8G8_SNORM:
2326 case WINED3DFMT_X8L8V8U8:
2327 case WINED3DFMT_L6V5U5:
2328 case WINED3DFMT_R8G8B8A8_SNORM:
2329 case WINED3DFMT_R16G16_SNORM:
2330 /* Ask the shader backend if it can deal with the conversion. If
2331 * we've got a GL extension giving native support this will be an
2332 * identity conversion. */
2333 shader_backend = select_shader_backend(adapter, DeviceType);
2334 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2335 {
2336 TRACE_(d3d_caps)("[OK]\n");
2337 return TRUE;
2338 }
2339 TRACE_(d3d_caps)("[FAILED]\n");
2340 return FALSE;
2341
2342 case WINED3DFMT_DXT1:
2343 case WINED3DFMT_DXT2:
2344 case WINED3DFMT_DXT3:
2345 case WINED3DFMT_DXT4:
2346 case WINED3DFMT_DXT5:
2347 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2348 TRACE_(d3d_caps)("[OK]\n");
2349 return TRUE;
2350 }
2351 TRACE_(d3d_caps)("[FAILED]\n");
2352 return FALSE;
2353
2354
2355 /*****
2356 * Odd formats - not supported
2357 */
2358 case WINED3DFMT_VERTEXDATA:
2359 case WINED3DFMT_R16_UINT:
2360 case WINED3DFMT_R32_UINT:
2361 case WINED3DFMT_R16G16B16A16_SNORM:
2362 case WINED3DFMT_A2W10V10U10:
2363 case WINED3DFMT_W11V11U10:
2364 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2365 return FALSE;
2366
2367 /*****
2368 * WINED3DFMT_CxV8U8: Not supported right now
2369 */
2370 case WINED3DFMT_CxV8U8:
2371 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2372 return FALSE;
2373
2374 /* YUV formats */
2375 case WINED3DFMT_UYVY:
2376 case WINED3DFMT_YUY2:
2377 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2378 TRACE_(d3d_caps)("[OK]\n");
2379 return TRUE;
2380 }
2381 TRACE_(d3d_caps)("[FAILED]\n");
2382 return FALSE;
2383 case WINED3DFMT_YV12:
2384 TRACE_(d3d_caps)("[FAILED]\n");
2385 return FALSE;
2386
2387 /* Not supported */
2388 case WINED3DFMT_R16G16B16A16_UNORM:
2389 case WINED3DFMT_A8R3G3B2:
2390 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2391 return FALSE;
2392
2393 /* Floating point formats */
2394 case WINED3DFMT_R16_FLOAT:
2395 case WINED3DFMT_R16G16B16A16_FLOAT:
2396 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2397 TRACE_(d3d_caps)("[OK]\n");
2398 return TRUE;
2399 }
2400 TRACE_(d3d_caps)("[FAILED]\n");
2401 return FALSE;
2402
2403 case WINED3DFMT_R32_FLOAT:
2404 case WINED3DFMT_R32G32B32A32_FLOAT:
2405 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2406 TRACE_(d3d_caps)("[OK]\n");
2407 return TRUE;
2408 }
2409 TRACE_(d3d_caps)("[FAILED]\n");
2410 return FALSE;
2411
2412 case WINED3DFMT_R16G16_FLOAT:
2413 case WINED3DFMT_R32G32_FLOAT:
2414 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2415 TRACE_(d3d_caps)("[OK]\n");
2416 return TRUE;
2417 }
2418 TRACE_(d3d_caps)("[FAILED]\n");
2419 return FALSE;
2420
2421 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2422 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2423 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2424 * We can do instancing with all shader versions, but we need vertex shaders.
2425 *
2426 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2427 * to enable instancing. WineD3D doesn't need that and just ignores it.
2428 *
2429 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2430 */
2431 case WINEMAKEFOURCC('I','N','S','T'):
2432 TRACE("ATI Instancing check hack\n");
2433 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2434 TRACE_(d3d_caps)("[OK]\n");
2435 return TRUE;
2436 }
2437 TRACE_(d3d_caps)("[FAILED]\n");
2438 return FALSE;
2439
2440 /* Some weird FOURCC formats */
2441 case WINED3DFMT_R8G8_B8G8:
2442 case WINED3DFMT_G8R8_G8B8:
2443 case WINED3DFMT_MULTI2_ARGB8:
2444 TRACE_(d3d_caps)("[FAILED]\n");
2445 return FALSE;
2446
2447 /* Vendor specific formats */
2448 case WINED3DFMT_ATI2N:
2449 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2450 shader_backend = select_shader_backend(adapter, DeviceType);
2451 fp = select_fragment_implementation(adapter, DeviceType);
2452 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2453 && fp->color_fixup_supported(format_desc->color_fixup))
2454 {
2455 TRACE_(d3d_caps)("[OK]\n");
2456 return TRUE;
2457 }
2458
2459 TRACE_(d3d_caps)("[OK]\n");
2460 return TRUE;
2461 }
2462 TRACE_(d3d_caps)("[FAILED]\n");
2463 return FALSE;
2464
2465 case WINED3DFMT_NVHU:
2466 case WINED3DFMT_NVHS:
2467 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2468 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2469 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2470 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2471 * Applications have to deal with not having NVHS and NVHU.
2472 */
2473 TRACE_(d3d_caps)("[FAILED]\n");
2474 return FALSE;
2475
2476 case WINED3DFMT_UNKNOWN:
2477 return FALSE;
2478
2479 default:
2480 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2481 break;
2482 }
2483 return FALSE;
2484 }
2485
2486 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2487 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2488 {
2489 const struct blit_shader *blitter;
2490
2491 if(SurfaceType == SURFACE_GDI) {
2492 switch(check_format_desc->format)
2493 {
2494 case WINED3DFMT_R8G8B8:
2495 case WINED3DFMT_A8R8G8B8:
2496 case WINED3DFMT_X8R8G8B8:
2497 case WINED3DFMT_R5G6B5:
2498 case WINED3DFMT_X1R5G5B5:
2499 case WINED3DFMT_A1R5G5B5:
2500 case WINED3DFMT_A4R4G4B4:
2501 case WINED3DFMT_R3G3B2:
2502 case WINED3DFMT_A8_UNORM:
2503 case WINED3DFMT_A8R3G3B2:
2504 case WINED3DFMT_X4R4G4B4:
2505 case WINED3DFMT_R10G10B10A2_UNORM:
2506 case WINED3DFMT_R8G8B8A8_UNORM:
2507 case WINED3DFMT_X8B8G8R8:
2508 case WINED3DFMT_R16G16_UNORM:
2509 case WINED3DFMT_A2R10G10B10:
2510 case WINED3DFMT_R16G16B16A16_UNORM:
2511 case WINED3DFMT_P8:
2512 TRACE_(d3d_caps)("[OK]\n");
2513 return TRUE;
2514 default:
2515 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2516 return FALSE;
2517 }
2518 }
2519
2520 /* All format that are supported for textures are supported for surfaces as well */
2521 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2522 /* All depth stencil formats are supported on surfaces */
2523 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2524
2525 /* If opengl can't process the format natively, the blitter may be able to convert it */
2526 blitter = select_blit_implementation(adapter, DeviceType);
2527 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2528 {
2529 TRACE_(d3d_caps)("[OK]\n");
2530 return TRUE;
2531 }
2532
2533 /* Reject other formats */
2534 TRACE_(d3d_caps)("[FAILED]\n");
2535 return FALSE;
2536 }
2537
2538 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2539 {
2540 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2541
2542 if (!GL_LIMITS(vertex_samplers)) {
2543 TRACE_(d3d_caps)("[FAILED]\n");
2544 return FALSE;
2545 }
2546
2547 switch (format_desc->format)
2548 {
2549 case WINED3DFMT_R32G32B32A32_FLOAT:
2550 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2551 TRACE_(d3d_caps)("[FAILED]\n");
2552 return FALSE;
2553 }
2554 TRACE_(d3d_caps)("[OK]\n");
2555 return TRUE;
2556
2557 default:
2558 TRACE_(d3d_caps)("[FAILED]\n");
2559 return FALSE;
2560 }
2561 return FALSE;
2562 }
2563
2564 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2565 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2566 WINED3DSURFTYPE SurfaceType) {
2567 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2568 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2569 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2570 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2571 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2572 DWORD UsageCaps = 0;
2573
2574 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2575 This,
2576 Adapter,
2577 DeviceType, debug_d3ddevicetype(DeviceType),
2578 AdapterFormat, debug_d3dformat(AdapterFormat),
2579 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2580 RType, debug_d3dresourcetype(RType),
2581 CheckFormat, debug_d3dformat(CheckFormat));
2582
2583 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2584 return WINED3DERR_INVALIDCALL;
2585 }
2586
2587 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2588
2589 if(SurfaceType != SURFACE_OPENGL) {
2590 TRACE("[FAILED]\n");
2591 return WINED3DERR_NOTAVAILABLE;
2592 }
2593
2594 /* Cubetexture allows:
2595 * - D3DUSAGE_AUTOGENMIPMAP
2596 * - D3DUSAGE_DEPTHSTENCIL
2597 * - D3DUSAGE_DYNAMIC
2598 * - D3DUSAGE_NONSECURE (d3d9ex)
2599 * - D3DUSAGE_RENDERTARGET
2600 * - D3DUSAGE_SOFTWAREPROCESSING
2601 * - D3DUSAGE_QUERY_WRAPANDMIP
2602 */
2603 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2604 /* Check if the texture format is around */
2605 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2606 {
2607 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2608 /* Check for automatic mipmap generation support */
2609 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2610 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2611 } else {
2612 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2613 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2614 }
2615 }
2616
2617 /* Always report dynamic locking */
2618 if(Usage & WINED3DUSAGE_DYNAMIC)
2619 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2620
2621 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2622 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2623 {
2624 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2625 } else {
2626 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2627 return WINED3DERR_NOTAVAILABLE;
2628 }
2629 }
2630
2631 /* Always report software processing */
2632 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2633 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2634
2635 /* Check QUERY_FILTER support */
2636 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2637 if (CheckFilterCapability(adapter, format_desc))
2638 {
2639 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2640 } else {
2641 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2642 return WINED3DERR_NOTAVAILABLE;
2643 }
2644 }
2645
2646 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2647 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2648 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2649 {
2650 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2651 } else {
2652 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2653 return WINED3DERR_NOTAVAILABLE;
2654 }
2655 }
2656
2657 /* Check QUERY_SRGBREAD support */
2658 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2659 if (CheckSrgbReadCapability(adapter, format_desc))
2660 {
2661 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2662 } else {
2663 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2664 return WINED3DERR_NOTAVAILABLE;
2665 }
2666 }
2667
2668 /* Check QUERY_SRGBWRITE support */
2669 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2670 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2671 {
2672 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2673 } else {
2674 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2675 return WINED3DERR_NOTAVAILABLE;
2676 }
2677 }
2678
2679 /* Check QUERY_VERTEXTEXTURE support */
2680 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2681 if (CheckVertexTextureCapability(adapter, format_desc))
2682 {
2683 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2684 } else {
2685 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2686 return WINED3DERR_NOTAVAILABLE;
2687 }
2688 }
2689
2690 /* Check QUERY_WRAPANDMIP support */
2691 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2692 if (CheckWrapAndMipCapability(adapter, format_desc))
2693 {
2694 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2695 } else {
2696 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2697 return WINED3DERR_NOTAVAILABLE;
2698 }
2699 }
2700 } else {
2701 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2702 return WINED3DERR_NOTAVAILABLE;
2703 }
2704 } else {
2705 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2706 return WINED3DERR_NOTAVAILABLE;
2707 }
2708 } else if(RType == WINED3DRTYPE_SURFACE) {
2709 /* Surface allows:
2710 * - D3DUSAGE_DEPTHSTENCIL
2711 * - D3DUSAGE_NONSECURE (d3d9ex)
2712 * - D3DUSAGE_RENDERTARGET
2713 */
2714
2715 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2716 {
2717 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2718 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2719 {
2720 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2721 } else {
2722 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2723 return WINED3DERR_NOTAVAILABLE;
2724 }
2725 }
2726
2727 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2728 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2729 {
2730 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2731 } else {
2732 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2733 return WINED3DERR_NOTAVAILABLE;
2734 }
2735 }
2736
2737 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2738 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2739 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2740 {
2741 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2742 } else {
2743 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2744 return WINED3DERR_NOTAVAILABLE;
2745 }
2746 }
2747 } else {
2748 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2749 return WINED3DERR_NOTAVAILABLE;
2750 }
2751
2752 } else if(RType == WINED3DRTYPE_TEXTURE) {
2753 /* Texture allows:
2754 * - D3DUSAGE_AUTOGENMIPMAP
2755 * - D3DUSAGE_DEPTHSTENCIL
2756 * - D3DUSAGE_DMAP
2757 * - D3DUSAGE_DYNAMIC
2758 * - D3DUSAGE_NONSECURE (d3d9ex)
2759 * - D3DUSAGE_RENDERTARGET
2760 * - D3DUSAGE_SOFTWAREPROCESSING
2761 * - D3DUSAGE_TEXTAPI (d3d9ex)
2762 * - D3DUSAGE_QUERY_WRAPANDMIP
2763 */
2764
2765 if(SurfaceType != SURFACE_OPENGL) {
2766 TRACE("[FAILED]\n");
2767 return WINED3DERR_NOTAVAILABLE;
2768 }
2769
2770 /* Check if the texture format is around */
2771 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2772 {
2773 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2774 /* Check for automatic mipmap generation support */
2775 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2776 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2777 } else {
2778 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2779 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2780 }
2781 }
2782
2783 /* Always report dynamic locking */
2784 if(Usage & WINED3DUSAGE_DYNAMIC)
2785 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2786
2787 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2788 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2789 {
2790 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2791 } else {
2792 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2793 return WINED3DERR_NOTAVAILABLE;
2794 }
2795 }
2796
2797 /* Always report software processing */
2798 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2799 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2800
2801 /* Check QUERY_FILTER support */
2802 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2803 if (CheckFilterCapability(adapter, format_desc))
2804 {
2805 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2806 } else {
2807 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2808 return WINED3DERR_NOTAVAILABLE;
2809 }
2810 }
2811
2812 /* Check QUERY_LEGACYBUMPMAP support */
2813 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2814 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2815 {
2816 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2817 } else {
2818 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2819 return WINED3DERR_NOTAVAILABLE;
2820 }
2821 }
2822
2823 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2824 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2825 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2826 {
2827 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2828 } else {
2829 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2830 return WINED3DERR_NOTAVAILABLE;
2831 }
2832 }
2833
2834 /* Check QUERY_SRGBREAD support */
2835 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2836 if (CheckSrgbReadCapability(adapter, format_desc))
2837 {
2838 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2839 } else {
2840 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2841 return WINED3DERR_NOTAVAILABLE;
2842 }
2843 }
2844
2845 /* Check QUERY_SRGBWRITE support */
2846 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2847 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2848 {
2849 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2850 } else {
2851 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2852 return WINED3DERR_NOTAVAILABLE;
2853 }
2854 }
2855
2856 /* Check QUERY_VERTEXTEXTURE support */
2857 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2858 if (CheckVertexTextureCapability(adapter, format_desc))
2859 {
2860 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2861 } else {
2862 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2863 return WINED3DERR_NOTAVAILABLE;
2864 }
2865 }
2866
2867 /* Check QUERY_WRAPANDMIP support */
2868 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2869 if (CheckWrapAndMipCapability(adapter, format_desc))
2870 {
2871 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2872 } else {
2873 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2874 return WINED3DERR_NOTAVAILABLE;
2875 }
2876 }
2877
2878 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2879 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2880 {
2881 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2882 } else {
2883 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2884 return WINED3DERR_NOTAVAILABLE;
2885 }
2886 }
2887 } else {
2888 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2889 return WINED3DERR_NOTAVAILABLE;
2890 }
2891 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2892 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2893 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2894 *
2895 * Volumetexture allows:
2896 * - D3DUSAGE_DYNAMIC
2897 * - D3DUSAGE_NONSECURE (d3d9ex)
2898 * - D3DUSAGE_SOFTWAREPROCESSING
2899 * - D3DUSAGE_QUERY_WRAPANDMIP
2900 */
2901
2902 if(SurfaceType != SURFACE_OPENGL) {
2903 TRACE("[FAILED]\n");
2904 return WINED3DERR_NOTAVAILABLE;
2905 }
2906
2907 /* Check volume texture and volume usage caps */
2908 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2909 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2910 {
2911 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2912 return WINED3DERR_NOTAVAILABLE;
2913 }
2914
2915 /* Always report dynamic locking */
2916 if(Usage & WINED3DUSAGE_DYNAMIC)
2917 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2918
2919 /* Always report software processing */
2920 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2921 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2922
2923 /* Check QUERY_FILTER support */
2924 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2925 if (CheckFilterCapability(adapter, format_desc))
2926 {
2927 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2928 } else {
2929 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2930 return WINED3DERR_NOTAVAILABLE;
2931 }
2932 }
2933
2934 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2935 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2936 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2937 {
2938 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2939 } else {
2940 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2941 return WINED3DERR_NOTAVAILABLE;
2942 }
2943 }
2944
2945 /* Check QUERY_SRGBREAD support */
2946 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2947 if (CheckSrgbReadCapability(adapter, format_desc))
2948 {
2949 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2950 } else {
2951 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2952 return WINED3DERR_NOTAVAILABLE;
2953 }
2954 }
2955
2956 /* Check QUERY_SRGBWRITE support */
2957 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2958 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2959 {
2960 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2961 } else {
2962 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2963 return WINED3DERR_NOTAVAILABLE;
2964 }
2965 }
2966
2967 /* Check QUERY_VERTEXTEXTURE support */
2968 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2969 if (CheckVertexTextureCapability(adapter, format_desc))
2970 {
2971 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2972 } else {
2973 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2974 return WINED3DERR_NOTAVAILABLE;
2975 }
2976 }
2977
2978 /* Check QUERY_WRAPANDMIP support */
2979 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2980 if (CheckWrapAndMipCapability(adapter, format_desc))
2981 {
2982 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2983 } else {
2984 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2985 return WINED3DERR_NOTAVAILABLE;
2986 }
2987 }
2988 } else {
2989 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2990 return WINED3DERR_NOTAVAILABLE;
2991 }
2992
2993 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2994 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2995 * app needing one of those formats, don't advertize them to avoid leading apps into
2996 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2997 * except of R32F.
2998 */
2999 switch(CheckFormat) {
3000 case WINED3DFMT_P8:
3001 case WINED3DFMT_A4L4:
3002 case WINED3DFMT_R32_FLOAT:
3003 case WINED3DFMT_R16_FLOAT:
3004 case WINED3DFMT_X8L8V8U8:
3005 case WINED3DFMT_L6V5U5:
3006 case WINED3DFMT_R16G16_UNORM:
3007 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3008 return WINED3DERR_NOTAVAILABLE;
3009
3010 case WINED3DFMT_R8G8B8A8_SNORM:
3011 case WINED3DFMT_R16G16_SNORM:
3012 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3013 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3014 return WINED3DERR_NOTAVAILABLE;
3015 }
3016 break;
3017
3018 case WINED3DFMT_R8G8_SNORM:
3019 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3020 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3021 return WINED3DERR_NOTAVAILABLE;
3022 }
3023 break;
3024
3025 case WINED3DFMT_DXT1:
3026 case WINED3DFMT_DXT2:
3027 case WINED3DFMT_DXT3:
3028 case WINED3DFMT_DXT4:
3029 case WINED3DFMT_DXT5:
3030 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3031 * compressed texture results in an error. While the D3D refrast does
3032 * support s3tc volumes, at least the nvidia windows driver does not, so
3033 * we're free not to support this format.
3034 */
3035 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3036 return WINED3DERR_NOTAVAILABLE;
3037
3038 default:
3039 /* Do nothing, continue with checking the format below */
3040 break;
3041 }
3042 } else if(RType == WINED3DRTYPE_BUFFER){
3043 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3044 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3045 return WINED3DERR_NOTAVAILABLE;
3046 }
3047
3048 /* This format is nothing special and it is supported perfectly.
3049 * However, ati and nvidia driver on windows do not mark this format as
3050 * supported (tested with the dxCapsViewer) and pretending to
3051 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3052 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3053 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3054 */
3055 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3056 TRACE_(d3d_caps)("[FAILED]\n");
3057 return WINED3DERR_NOTAVAILABLE;
3058 }
3059
3060 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3061 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3062 * usage flags match. */
3063 if(UsageCaps == Usage) {
3064 return WINED3D_OK;
3065 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3066 return WINED3DOK_NOAUTOGEN;
3067 } else {
3068 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);
3069 return WINED3DERR_NOTAVAILABLE;
3070 }
3071 }
3072
3073 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3074 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3075 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3076
3077 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3078 This,
3079 Adapter,
3080 DeviceType, debug_d3ddevicetype(DeviceType),
3081 SourceFormat, debug_d3dformat(SourceFormat),
3082 TargetFormat, debug_d3dformat(TargetFormat));
3083 return WINED3D_OK;
3084 }
3085
3086 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3087 {
3088 const shader_backend_t *ret;
3089 int vs_selected_mode;
3090 int ps_selected_mode;
3091
3092 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3093 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3094 ret = &glsl_shader_backend;
3095 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3096 ret = &arb_program_shader_backend;
3097 } else {
3098 ret = &none_shader_backend;
3099 }
3100 return ret;
3101 }
3102
3103 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3104 WINED3DDEVTYPE DeviceType)
3105 {
3106 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3107 int vs_selected_mode;
3108 int ps_selected_mode;
3109
3110 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3111 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3112 return &arbfp_fragment_pipeline;
3113 } else if(ps_selected_mode == SHADER_ATI) {
3114 return &atifs_fragment_pipeline;
3115 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3116 return &nvts_fragment_pipeline;
3117 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3118 return &nvrc_fragment_pipeline;
3119 } else {
3120 return &ffp_fragment_pipeline;
3121 }
3122 }
3123
3124 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3125 {
3126 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3127 int vs_selected_mode;
3128 int ps_selected_mode;
3129
3130 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3131 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3132 return &arbfp_blit;
3133 } else {
3134 return &ffp_blit;
3135 }
3136 }
3137
3138 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3139 subset of a D3DCAPS9 structure. However, it has to come via a void *
3140 as the d3d8 interface cannot import the d3d9 header */
3141 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3142
3143 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3144 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3145 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3146 int vs_selected_mode;
3147 int ps_selected_mode;
3148 struct shader_caps shader_caps;
3149 struct fragment_caps fragment_caps;
3150 const shader_backend_t *shader_backend;
3151 const struct fragment_pipeline *frag_pipeline = NULL;
3152 DWORD ckey_caps, blit_caps, fx_caps;
3153
3154 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3155
3156 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3157 return WINED3DERR_INVALIDCALL;
3158 }
3159
3160 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3161
3162 /* This function should *not* be modifying GL caps
3163 * TODO: move the functionality where it belongs */
3164 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3165
3166 /* ------------------------------------------------
3167 The following fields apply to both d3d8 and d3d9
3168 ------------------------------------------------ */
3169 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3170 pCaps->AdapterOrdinal = Adapter;
3171
3172 pCaps->Caps = 0;
3173 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3174 WINED3DCAPS2_FULLSCREENGAMMA |
3175 WINED3DCAPS2_DYNAMICTEXTURES;
3176 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3177 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3178 }
3179
3180 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3181 WINED3DCAPS3_COPY_TO_VIDMEM |
3182 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3183
3184 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3185 WINED3DPRESENT_INTERVAL_ONE;
3186
3187 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3188 WINED3DCURSORCAPS_LOWRES;
3189
3190 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3191 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3192 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3193 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3194 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3195 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3196 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3197 WINED3DDEVCAPS_PUREDEVICE |
3198 WINED3DDEVCAPS_HWRASTERIZATION |
3199 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3200 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3201 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3202 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3203 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3204 WINED3DDEVCAPS_RTPATCHES;
3205
3206 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3207 WINED3DPMISCCAPS_CULLCCW |
3208 WINED3DPMISCCAPS_CULLCW |
3209 WINED3DPMISCCAPS_COLORWRITEENABLE |
3210 WINED3DPMISCCAPS_CLIPTLVERTS |
3211 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3212 WINED3DPMISCCAPS_MASKZ |
3213 WINED3DPMISCCAPS_BLENDOP |
3214 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3215 /* TODO:
3216 WINED3DPMISCCAPS_NULLREFERENCE
3217 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3218 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3219 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3220 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3221
3222 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3223 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3224
3225 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3226 WINED3DPRASTERCAPS_PAT |
3227 WINED3DPRASTERCAPS_WFOG |
3228 WINED3DPRASTERCAPS_ZFOG |
3229 WINED3DPRASTERCAPS_FOGVERTEX |
3230 WINED3DPRASTERCAPS_FOGTABLE |
3231 WINED3DPRASTERCAPS_STIPPLE |
3232 WINED3DPRASTERCAPS_SUBPIXEL |
3233 WINED3DPRASTERCAPS_ZTEST |
3234 WINED3DPRASTERCAPS_SCISSORTEST |
3235 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3236 WINED3DPRASTERCAPS_DEPTHBIAS;
3237
3238 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3239 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3240 WINED3DPRASTERCAPS_ZBIAS |
3241 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3242 }
3243 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3244 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3245 }
3246 /* FIXME Add:
3247 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3248 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3249 WINED3DPRASTERCAPS_ANTIALIASEDGES
3250 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3251 WINED3DPRASTERCAPS_WBUFFER */
3252
3253 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3254 WINED3DPCMPCAPS_EQUAL |
3255 WINED3DPCMPCAPS_GREATER |
3256 WINED3DPCMPCAPS_GREATEREQUAL |
3257 WINED3DPCMPCAPS_LESS |
3258 WINED3DPCMPCAPS_LESSEQUAL |
3259 WINED3DPCMPCAPS_NEVER |
3260 WINED3DPCMPCAPS_NOTEQUAL;
3261
3262 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3263 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3264 WINED3DPBLENDCAPS_DESTALPHA |
3265 WINED3DPBLENDCAPS_DESTCOLOR |
3266 WINED3DPBLENDCAPS_INVDESTALPHA |
3267 WINED3DPBLENDCAPS_INVDESTCOLOR |
3268 WINED3DPBLENDCAPS_INVSRCALPHA |
3269 WINED3DPBLENDCAPS_INVSRCCOLOR |
3270 WINED3DPBLENDCAPS_ONE |
3271 WINED3DPBLENDCAPS_SRCALPHA |
3272 WINED3DPBLENDCAPS_SRCALPHASAT |
3273 WINED3DPBLENDCAPS_SRCCOLOR |
3274 WINED3DPBLENDCAPS_ZERO;
3275
3276 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3277 WINED3DPBLENDCAPS_DESTCOLOR |
3278 WINED3DPBLENDCAPS_INVDESTALPHA |
3279 WINED3DPBLENDCAPS_INVDESTCOLOR |
3280 WINED3DPBLENDCAPS_INVSRCALPHA |
3281 WINED3DPBLENDCAPS_INVSRCCOLOR |
3282 WINED3DPBLENDCAPS_ONE |
3283 WINED3DPBLENDCAPS_SRCALPHA |
3284 WINED3DPBLENDCAPS_SRCCOLOR |
3285 WINED3DPBLENDCAPS_ZERO;
3286 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3287 * according to the glBlendFunc manpage
3288 *
3289 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3290 * legacy settings for srcblend only
3291 */
3292
3293 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3294 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3295 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3296 }
3297
3298
3299 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3300 WINED3DPCMPCAPS_EQUAL |
3301 WINED3DPCMPCAPS_GREATER |
3302 WINED3DPCMPCAPS_GREATEREQUAL |
3303 WINED3DPCMPCAPS_LESS |
3304 WINED3DPCMPCAPS_LESSEQUAL |
3305 WINED3DPCMPCAPS_NEVER |
3306 WINED3DPCMPCAPS_NOTEQUAL;
3307
3308 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3309 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3310 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3311 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3312 WINED3DPSHADECAPS_COLORFLATRGB |
3313 WINED3DPSHADECAPS_FOGFLAT |
3314 WINED3DPSHADECAPS_FOGGOURAUD |
3315 WINED3DPSHADECAPS_SPECULARFLATRGB;
3316
3317 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3318 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3319 WINED3DPTEXTURECAPS_TRANSPARENCY |
3320 WINED3DPTEXTURECAPS_BORDER |
3321 WINED3DPTEXTURECAPS_MIPMAP |
3322 WINED3DPTEXTURECAPS_PROJECTED |
3323 WINED3DPTEXTURECAPS_PERSPECTIVE;
3324
3325 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3326 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3327 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3328 }
3329
3330 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3331 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3332 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3333 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3334 }
3335
3336 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3337 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3338 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3339 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3340
3341 }
3342
3343 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3344 WINED3DPTFILTERCAPS_MAGFPOINT |
3345 WINED3DPTFILTERCAPS_MINFLINEAR |
3346 WINED3DPTFILTERCAPS_MINFPOINT |
3347 WINED3DPTFILTERCAPS_MIPFLINEAR |
3348 WINED3DPTFILTERCAPS_MIPFPOINT |
3349 WINED3DPTFILTERCAPS_LINEAR |
3350 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3351 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3352 WINED3DPTFILTERCAPS_MIPLINEAR |
3353 WINED3DPTFILTERCAPS_MIPNEAREST |
3354 WINED3DPTFILTERCAPS_NEAREST;
3355
3356 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3357 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3358 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3359 }
3360
3361 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3362 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3363 WINED3DPTFILTERCAPS_MAGFPOINT |
3364 WINED3DPTFILTERCAPS_MINFLINEAR |
3365 WINED3DPTFILTERCAPS_MINFPOINT |
3366 WINED3DPTFILTERCAPS_MIPFLINEAR |
3367 WINED3DPTFILTERCAPS_MIPFPOINT |
3368 WINED3DPTFILTERCAPS_LINEAR |
3369 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3370 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3371 WINED3DPTFILTERCAPS_MIPLINEAR |
3372 WINED3DPTFILTERCAPS_MIPNEAREST |
3373 WINED3DPTFILTERCAPS_NEAREST;
3374
3375 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3376 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3377 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3378 }
3379 } else
3380 pCaps->CubeTextureFilterCaps = 0;
3381
3382 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3383 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3384 WINED3DPTFILTERCAPS_MAGFPOINT |
3385 WINED3DPTFILTERCAPS_MINFLINEAR |
3386 WINED3DPTFILTERCAPS_MINFPOINT |
3387 WINED3DPTFILTERCAPS_MIPFLINEAR |
3388 WINED3DPTFILTERCAPS_MIPFPOINT |
3389 WINED3DPTFILTERCAPS_LINEAR |
3390 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3391 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3392 WINED3DPTFILTERCAPS_MIPLINEAR |
3393 WINED3DPTFILTERCAPS_MIPNEAREST |
3394 WINED3DPTFILTERCAPS_NEAREST;
3395 } else
3396 pCaps->VolumeTextureFilterCaps = 0;
3397
3398 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3399 WINED3DPTADDRESSCAPS_CLAMP |
3400 WINED3DPTADDRESSCAPS_WRAP;
3401
3402 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3403 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3404 }
3405 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3406 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3407 }
3408 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3409 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3410 }
3411
3412 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3413 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3414 WINED3DPTADDRESSCAPS_CLAMP |
3415 WINED3DPTADDRESSCAPS_WRAP;
3416 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3417 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3418 }
3419 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3420 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3421 }
3422 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3423 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3424 }
3425 } else
3426 pCaps->VolumeTextureAddressCaps = 0;
3427
3428 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3429 WINED3DLINECAPS_ZTEST |
3430 WINED3DLINECAPS_BLEND |
3431 WINED3DLINECAPS_ALPHACMP |
3432 WINED3DLINECAPS_FOG;
3433 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3434 * idea how generating the smoothing alpha values works; the result is different
3435 */
3436
3437 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3438 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3439
3440 if(GL_SUPPORT(EXT_TEXTURE3D))
3441 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3442 else
3443 pCaps->MaxVolumeExtent = 0;
3444
3445 pCaps->MaxTextureRepeat = 32768;
3446 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3447 pCaps->MaxVertexW = 1.0;
3448
3449 pCaps->GuardBandLeft = 0;
3450 pCaps->GuardBandTop = 0;
3451 pCaps->GuardBandRight = 0;
3452 pCaps->GuardBandBottom = 0;
3453
3454 pCaps->ExtentsAdjust = 0;
3455
3456 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3457 WINED3DSTENCILCAPS_INCRSAT |
3458 WINED3DSTENCILCAPS_INVERT |
3459 WINED3DSTENCILCAPS_KEEP |
3460 WINED3DSTENCILCAPS_REPLACE |
3461 WINED3DSTENCILCAPS_ZERO;
3462 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3463 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3464 WINED3DSTENCILCAPS_INCR;
3465 }
3466 if ( This->dxVersion > 8 &&
3467 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3468 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3469 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3470 }
3471
3472 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3473
3474 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3475 pCaps->MaxActiveLights = GL_LIMITS(lights);
3476
3477 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3478 pCaps->MaxVertexBlendMatrixIndex = 0;
3479
3480 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3481 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3482
3483
3484 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3485 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3486 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3487 WINED3DVTXPCAPS_LOCALVIEWER |
3488 WINED3DVTXPCAPS_VERTEXFOG |
3489 WINED3DVTXPCAPS_TEXGEN;
3490 /* FIXME: Add
3491 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3492
3493 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3494 pCaps->MaxVertexIndex = 0xFFFFF;
3495 pCaps->MaxStreams = MAX_STREAMS;
3496 pCaps->MaxStreamStride = 1024;
3497
3498 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3499 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3500 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3501 pCaps->MaxNpatchTessellationLevel = 0;
3502 pCaps->MasterAdapterOrdinal = 0;
3503 pCaps->AdapterOrdinalInGroup = 0;
3504 pCaps->NumberOfAdaptersInGroup = 1;
3505
3506 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3507
3508 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3509 WINED3DPTFILTERCAPS_MAGFPOINT |
3510 WINED3DPTFILTERCAPS_MINFLINEAR |
3511 WINED3DPTFILTERCAPS_MAGFLINEAR;
3512 pCaps->VertexTextureFilterCaps = 0;
3513
3514 memset(&shader_caps, 0, sizeof(shader_caps));
3515 shader_backend = select_shader_backend(adapter, DeviceType);
3516 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3517
3518 memset(&fragment_caps, 0, sizeof(fragment_caps));
3519 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3520 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3521
3522 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3523 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3524
3525 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3526 * Ignore shader model capabilities if disabled in config
3527 */
3528 if(vs_selected_mode == SHADER_NONE) {
3529 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3530 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3531 pCaps->MaxVertexShaderConst = 0;
3532 } else {
3533 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3534 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3535 }
3536
3537 if(ps_selected_mode == SHADER_NONE) {
3538 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3539 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3540 pCaps->PixelShader1xMaxValue = 0.0;
3541 } else {
3542 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3543 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3544 }
3545
3546 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3547 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3548 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3549
3550 pCaps->VS20Caps = shader_caps.VS20Caps;
3551 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3552 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3553 pCaps->PS20Caps = shader_caps.PS20Caps;
3554 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3555 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3556
3557 /* The following caps are shader specific, but they are things we cannot detect, or which
3558 * are the same among all shader models. So to avoid code duplication set the shader version
3559 * specific, but otherwise constant caps here
3560 */
3561 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3562 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3563 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3564 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3565 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3566 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3567 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3568
3569 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3570 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3571 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3572 pCaps->VS20Caps.Caps = 0;
3573 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3574 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3575 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3576
3577 pCaps->MaxVShaderInstructionsExecuted = 65535;
3578 pCaps->MaxVertexShader30InstructionSlots = 0;
3579 } else { /* VS 1.x */
3580 pCaps->VS20Caps.Caps = 0;
3581 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3582 pCaps->VS20Caps.NumTemps = 0;
3583 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3584
3585 pCaps->MaxVShaderInstructionsExecuted = 0;
3586 pCaps->MaxVertexShader30InstructionSlots = 0;
3587 }
3588
3589 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3590 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3591 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3592
3593 /* 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 */
3594 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3595 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3596 WINED3DPS20CAPS_PREDICATION |
3597 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3598 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3599 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3600 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3601 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3602 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3603
3604 pCaps->MaxPShaderInstructionsExecuted = 65535;
3605 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3606 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3607 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3608 pCaps->PS20Caps.Caps = 0;
3609 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3610 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3611 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3612 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3613
3614 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3615 pCaps->MaxPixelShader30InstructionSlots = 0;
3616 } else { /* PS 1.x */
3617 pCaps->PS20Caps.Caps = 0;
3618 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3619 pCaps->PS20Caps.NumTemps = 0;
3620 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3621 pCaps->PS20Caps.NumInstructionSlots = 0;
3622
3623 pCaps->MaxPShaderInstructionsExecuted = 0;
3624 pCaps->MaxPixelShader30InstructionSlots = 0;
3625 }
3626
3627 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3628 /* OpenGL supports all the formats below, perhaps not always
3629 * without conversion, but it supports them.
3630 * Further GLSL doesn't seem to have an official unsigned type so
3631 * don't advertise it yet as I'm not sure how we handle it.
3632 * We might need to add some clamping in the shader engine to
3633 * support it.
3634 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3635 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3636 WINED3DDTCAPS_UBYTE4N |
3637 WINED3DDTCAPS_SHORT2N |
3638 WINED3DDTCAPS_SHORT4N;
3639 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3640 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3641 WINED3DDTCAPS_FLOAT16_4;
3642 }
3643 } else
3644 pCaps->DeclTypes = 0;
3645
3646 /* Set DirectDraw helper Caps */
3647 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3648 WINEDDCKEYCAPS_SRCBLT;
3649 fx_caps = WINEDDFXCAPS_BLTALPHA |
3650 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3651 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3652 WINEDDFXCAPS_BLTROTATION90 |
3653 WINEDDFXCAPS_BLTSHRINKX |
3654 WINEDDFXCAPS_BLTSHRINKXN |
3655 WINEDDFXCAPS_BLTSHRINKY |
3656 WINEDDFXCAPS_BLTSHRINKXN |
3657 WINEDDFXCAPS_BLTSTRETCHX |
3658 WINEDDFXCAPS_BLTSTRETCHXN |
3659 WINEDDFXCAPS_BLTSTRETCHY |
3660 WINEDDFXCAPS_BLTSTRETCHYN;
3661 blit_caps = WINEDDCAPS_BLT |
3662 WINEDDCAPS_BLTCOLORFILL |
3663 WINEDDCAPS_BLTDEPTHFILL |
3664 WINEDDCAPS_BLTSTRETCH |
3665 WINEDDCAPS_CANBLTSYSMEM |
3666 WINEDDCAPS_CANCLIP |
3667 WINEDDCAPS_CANCLIPSTRETCHED |
3668 WINEDDCAPS_COLORKEY |
3669 WINEDDCAPS_COLORKEYHWASSIST |
3670 WINEDDCAPS_ALIGNBOUNDARYSRC;
3671
3672 /* Fill the ddraw caps structure */
3673 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3674 WINEDDCAPS_PALETTE |
3675 blit_caps;
3676 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3677 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3678 WINEDDCAPS2_PRIMARYGAMMA |
3679 WINEDDCAPS2_WIDESURFACES |
3680 WINEDDCAPS2_CANRENDERWINDOWED;
3681 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3682 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3683 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3684 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3685 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3686 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3687 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3688 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3689 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3690
3691 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3692 WINEDDSCAPS_BACKBUFFER |
3693 WINEDDSCAPS_FLIP |
3694 WINEDDSCAPS_FRONTBUFFER |
3695 WINEDDSCAPS_OFFSCREENPLAIN |
3696 WINEDDSCAPS_PALETTE |
3697 WINEDDSCAPS_PRIMARYSURFACE |
3698 WINEDDSCAPS_SYSTEMMEMORY |
3699 WINEDDSCAPS_VIDEOMEMORY |
3700 WINEDDSCAPS_VISIBLE;
3701 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3702
3703 /* Set D3D caps if OpenGL is available. */
3704 if (adapter->opengl)
3705 {
3706 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3707 WINEDDSCAPS_MIPMAP |
3708 WINEDDSCAPS_TEXTURE |
3709 WINEDDSCAPS_ZBUFFER;
3710 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3711 }
3712
3713 return WINED3D_OK;
3714 }
3715
3716 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3717 and fields being inserted in the middle, a new structure is used in place */
3718 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3719 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3720 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3721 {
3722 IWineD3DDeviceImpl *object = NULL;
3723 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3724 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3725 WINED3DDISPLAYMODE mode;
3726 const struct fragment_pipeline *frag_pipeline = NULL;
3727 int i;
3728 struct fragment_caps ffp_caps;
3729 struct shader_caps shader_caps;
3730 HRESULT hr;
3731
3732 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3733 * number and create a device without a 3D adapter for 2D only operation.
3734 */
3735 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3736 return WINED3DERR_INVALIDCALL;
3737 }
3738
3739 /* Create a WineD3DDevice object */
3740 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3741 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3742 TRACE("Created WineD3DDevice object @ %p\n", object);
3743 if (NULL == object) {
3744 return WINED3DERR_OUTOFVIDEOMEMORY;
3745 }
3746
3747 /* Set up initial COM information */
3748 object->lpVtbl = &IWineD3DDevice_Vtbl;
3749 object->ref = 1;
3750 object->wineD3D = iface;
3751 object->adapter = This->adapter_count ? adapter : NULL;
3752 IWineD3D_AddRef(object->wineD3D);
3753 object->parent = parent;
3754 object->device_parent = device_parent;
3755 list_init(&object->resources);
3756 list_init(&object->shaders);
3757
3758 if(This->dxVersion == 7) {
3759 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3760 } else {
3761 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3762 }
3763 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3764
3765 /* Set the state up as invalid until the device is fully created */
3766 object->state = WINED3DERR_DRIVERINTERNALERROR;
3767
3768 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3769 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3770
3771 /* Save the creation parameters */
3772 object->createParms.AdapterOrdinal = Adapter;
3773 object->createParms.DeviceType = DeviceType;
3774 object->createParms.hFocusWindow = hFocusWindow;
3775 object->createParms.BehaviorFlags = BehaviourFlags;
3776
3777 /* Initialize other useful values */
3778 object->adapterNo = Adapter;
3779 object->devType = DeviceType;
3780
3781 select_shader_mode(&adapter->gl_info, DeviceType,
3782 &object->ps_selected_mode, &object->vs_selected_mode);
3783 object->shader_backend = select_shader_backend(adapter, DeviceType);
3784
3785 memset(&shader_caps, 0, sizeof(shader_caps));
3786 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3787 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3788 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3789
3790 memset(&ffp_caps, 0, sizeof(ffp_caps));
3791 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3792 object->frag_pipe = frag_pipeline;
3793 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3794 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3795 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3796 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3797 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3798
3799 if (FAILED(hr)) {
3800 IWineD3D_Release(object->wineD3D);
3801 HeapFree(GetProcessHeap(), 0, object);
3802
3803 return hr;
3804 }
3805
3806 object->blitter = select_blit_implementation(adapter, DeviceType);
3807
3808 /* set the state of the device to valid */
3809 object->state = WINED3D_OK;
3810
3811 /* Get the initial screen setup for ddraw */
3812 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3813
3814 object->ddraw_width = mode.Width;
3815 object->ddraw_height = mode.Height;
3816 object->ddraw_format = mode.Format;
3817
3818 for(i = 0; i < PATCHMAP_SIZE; i++) {
3819 list_init(&object->patches[i]);
3820 }
3821
3822 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3823
3824 return WINED3D_OK;
3825 }
3826
3827 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3828 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3829 IUnknown_AddRef(This->parent);
3830 *pParent = This->parent;
3831 return WINED3D_OK;
3832 }
3833
3834 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3835 IUnknown* surfaceParent;
3836 TRACE("(%p) call back\n", pSurface);
3837
3838 /* Now, release the parent, which will take care of cleaning up the surface for us */
3839 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3840 IUnknown_Release(surfaceParent);
3841 return IUnknown_Release(surfaceParent);
3842 }
3843
3844 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3845 IUnknown* volumeParent;
3846 TRACE("(%p) call back\n", pVolume);
3847
3848 /* Now, release the parent, which will take care of cleaning up the volume for us */
3849 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3850 IUnknown_Release(volumeParent);
3851 return IUnknown_Release(volumeParent);
3852 }
3853
3854 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3855 {
3856 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3857 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3858 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3859 *
3860 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3861 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3862 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3863 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3864 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3865 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3866 * DirectDraw, not OpenGL.
3867 */
3868 if(gl_info->supported[APPLE_FENCE] &&
3869 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3870 gl_info->supported[APPLE_FLUSH_RENDER] &&
3871 gl_info->supported[APPLE_YCBCR_422]) {
3872 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3873 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3874 return TRUE;
3875 } else {
3876 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3877 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3878 return FALSE;
3879 }
3880 }
3881
3882 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3883 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3884 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3885 * all the texture. This function detects this bug by its symptom and disables PBOs
3886 * if the test fails.
3887 *
3888 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3889 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3890 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3891 * read back is compared to the original. If they are equal PBOs are assumed to work,
3892 * otherwise the PBO extension is disabled.
3893 */
3894 GLuint texture, pbo;
3895 static const unsigned int pattern[] = {
3896 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3897 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3898 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3899 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3900 };
3901 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3902
3903 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3904 /* No PBO -> No point in testing them */
3905 return;
3906 }
3907
3908 while(glGetError());
3909 glGenTextures(1, &texture);
3910 glBindTexture(GL_TEXTURE_2D, texture);
3911 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3912 checkGLcall("Specifying the PBO test texture\n");
3913
3914 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3915 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3916 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3917 checkGLcall("Specifying the PBO test pbo\n");
3918
3919 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3920 checkGLcall("Loading the PBO test texture\n");
3921
3922 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3923 glFinish(); /* just to be sure */
3924
3925 memset(check, 0, sizeof(check));
3926 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3927 checkGLcall("Reading back the PBO test texture\n");
3928
3929 glDeleteTextures(1, &texture);
3930 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3931 checkGLcall("PBO test cleanup\n");
3932
3933 if(memcmp(check, pattern, sizeof(check)) != 0) {
3934 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3935 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3936 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3937 } else {
3938 TRACE_(d3d_caps)("PBO test successful\n");
3939 }
3940 }
3941
3942 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3943 * reporting a driver version is moot because we are not the Windows driver, and we have different
3944 * bugs, features, etc.
3945 *
3946 * If a card is not found in this table, the gl driver version is reported
3947 */
3948 struct driver_version_information {
3949 WORD vendor; /* reported PCI card vendor ID */
3950 WORD card; /* reported PCI card device ID */
3951 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3952 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3953 WORD lopart_hi, lopart_lo; /* driver loword to report */
3954 };
3955
3956 static const struct driver_version_information driver_version_table[] = {
3957 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
3958 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
3959 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
3960 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
3961 *
3962 * All version numbers used below are from the Linux nvidia drivers.
3963 */
3964 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
3965 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
3966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
3967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
3968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
3969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
3970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
3971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
3972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
3973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
3974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
3975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
3976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
3977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
3978 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
3979 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
3980 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
3981 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
3982 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
3983 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
3984 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
3985 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
3986 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
3987 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
3988 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
3989 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
3990 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
3991 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
3992 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
3993 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
3994
3995 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3996 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
3997 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
3998 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
3999 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
4000 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4001 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4002
4003 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4004 };
4005
4006 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4007 unsigned int i;
4008 BOOL apple = implementation_is_apple(gl_info);
4009
4010 if(apple) {
4011 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4012 * used it falls back to software. While the compiler can detect if the shader uses all declared
4013 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4014 * using relative addressing falls back to software.
4015 *
4016 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4017 */
4018 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
4019 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
4020 } else {
4021 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
4022 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
4023 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4024 }
4025
4026 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4027 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4028 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4029 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4030 * according to the spec.
4031 *
4032 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4033 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4034 *
4035 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4036 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4037 * this workaround is activated on cards that do not need it, it won't break things, just affect
4038 * performance negatively.
4039 */
4040 if(gl_info->gl_vendor == VENDOR_INTEL ||
4041 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
4042 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4043 gl_info->set_texcoord_w = TRUE;
4044 }
4045 }
4046
4047 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4048 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4049 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4050 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4051 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4052 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4053 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4054 *
4055 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4056 * has this extension promoted to core. The extension loading code sets this extension supported
4057 * due to that, so this code works on fglrx as well.
4058 */
4059 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4060 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4061 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
4062 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4063 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4064 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4065 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4066 }
4067 }
4068
4069 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4070 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4071 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4072 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4073 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4074 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4075 *
4076 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4077 * triggering the software fallback. There is not much we can do here apart from disabling the
4078 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4079 * in IWineD3DImpl_FillGLCaps).
4080 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4081 * post-processing effects in the game "Max Payne 2").
4082 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4083 */
4084 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4085 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4086 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4087 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4088 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4089 }
4090 }
4091
4092 /* Find out if PBOs work as they are supposed to */
4093 test_pbo_functionality(gl_info);
4094
4095 /* Fixup the driver version */
4096 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4097 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4098 gl_info->gl_card == driver_version_table[i].card) {
4099 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4100
4101 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4102 driver_version_table[i].lopart_lo);
4103 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4104 driver_version_table[i].hipart_lo);
4105 strcpy(gl_info->driver_description, driver_version_table[i].description);
4106 break;
4107 }
4108 }
4109 }
4110
4111 static void WINE_GLAPI invalid_func(const void *data)
4112 {
4113 ERR("Invalid vertex attribute function called\n");
4114 DebugBreak();
4115 }
4116
4117 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4118 {
4119 ERR("Invalid texcoord function called\n");
4120 DebugBreak();
4121 }
4122
4123 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4124 * the extension detection and are used in drawStridedSlow
4125 */
4126 static void WINE_GLAPI position_d3dcolor(const void *data)
4127 {
4128 DWORD pos = *((const DWORD *)data);
4129
4130 FIXME("Add a test for fixed function position from d3dcolor type\n");
4131 glVertex4s(D3DCOLOR_B_R(pos),
4132 D3DCOLOR_B_G(pos),
4133 D3DCOLOR_B_B(pos),
4134 D3DCOLOR_B_A(pos));
4135 }
4136
4137 static void WINE_GLAPI position_float4(const void *data)
4138 {
4139 const GLfloat *pos = data;
4140
4141 if (pos[3] < eps && pos[3] > -eps)
4142 glVertex3fv(pos);
4143 else {
4144 float w = 1.0 / pos[3];
4145
4146 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4147 }
4148 }
4149
4150 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4151 {
4152 DWORD diffuseColor = *((const DWORD *)data);
4153
4154 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4155 D3DCOLOR_B_G(diffuseColor),
4156 D3DCOLOR_B_B(diffuseColor),
4157 D3DCOLOR_B_A(diffuseColor));
4158 }
4159
4160 static void WINE_GLAPI specular_d3dcolor(const void *data)
4161 {
4162 DWORD specularColor = *((const DWORD *)data);
4163 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4164 D3DCOLOR_B_G(specularColor),
4165 D3DCOLOR_B_B(specularColor)};
4166
4167 specular_func_3ubv(d);
4168 }
4169
4170 static void WINE_GLAPI warn_no_specular_func(const void *data)
4171 {
4172 WARN("GL_EXT_secondary_color not supported\n");
4173 }
4174
4175 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4176 {
4177 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4178 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4179 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4180 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4181 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4182 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4183 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4184 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4185 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4186 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4187 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4188 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4189 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4190 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4191 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4192 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4193 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4194
4195 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4196 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4197 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4198 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4199 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4200 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4201 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4202 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4203 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4204 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4205 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4206 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4207 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4208 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4209 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4210 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4211 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4212
4213 /* No 4 component entry points here */
4214 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4215 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4216 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4217 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4218 } else {
4219 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4220 }
4221 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4222 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4223 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4224 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4225 } else {
4226 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4227 }
4228 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4229 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4230 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4231 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4232 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4233 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4234 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4235 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4236 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4237 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4238 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4239 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4240
4241 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4242 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4243 */
4244 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4245 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4246 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4247 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4248 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4249 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4250 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4251 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4252 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4253 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4254 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4255 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4256 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4257 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4258 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4259 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4260 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4261
4262 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4263 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4264 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4265 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4266 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4267 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4268 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4269 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4270 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4271 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4272 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4273 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4274 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4275 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4276 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4277 if (GL_SUPPORT(NV_HALF_FLOAT))
4278 {
4279 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4280 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4281 } else {
4282 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4283 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4284 }
4285 }
4286
4287 BOOL InitAdapters(IWineD3DImpl *This)
4288 {
4289 static HMODULE mod_gl;
4290 BOOL ret;
4291 int ps_selected_mode, vs_selected_mode;
4292
4293 /* No need to hold any lock. The calling library makes sure only one thread calls
4294 * wined3d simultaneously
4295 */
4296
4297 TRACE("Initializing adapters\n");
4298
4299 if(!mod_gl) {
4300 #ifdef USE_WIN32_OPENGL
4301 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4302 mod_gl = LoadLibraryA("opengl32.dll");
4303 if(!mod_gl) {
4304 ERR("Can't load opengl32.dll!\n");
4305 goto nogl_adapter;
4306 }
4307 #else
4308 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4309 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4310 mod_gl = GetModuleHandleA("gdi32.dll");
4311 #endif
4312 }
4313
4314 /* Load WGL core functions from opengl32.dll */
4315 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4316 WGL_FUNCS_GEN;
4317 #undef USE_WGL_FUNC
4318
4319 if(!pwglGetProcAddress) {
4320 ERR("Unable to load wglGetProcAddress!\n");
4321 goto nogl_adapter;
4322 }
4323
4324 /* Dynamically load all GL core functions */
4325 GL_FUNCS_GEN;
4326 #undef USE_GL_FUNC
4327
4328 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4329 * otherwise because we have to use winex11.drv's override
4330 */
4331 #ifdef USE_WIN32_OPENGL
4332 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4333 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4334 #else
4335 glFinish = (void*)pwglGetProcAddress("wglFinish");
4336 glFlush = (void*)pwglGetProcAddress("wglFlush");
4337 #endif
4338
4339 glEnableWINE = glEnable;
4340 glDisableWINE = glDisable;
4341
4342 /* For now only one default adapter */
4343 {
4344 struct WineD3DAdapter *adapter = &This->adapters[0];
4345 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4346 int iPixelFormat;
4347 int res;
4348 int i;
4349 WineD3D_PixelFormat *cfgs;
4350 DISPLAY_DEVICEW DisplayDevice;
4351 HDC hdc;
4352
4353 TRACE("Initializing default adapter\n");
4354 adapter->num = 0;
4355 adapter->monitorPoint.x = -1;
4356 adapter->monitorPoint.y = -1;
4357
4358 if (!WineD3D_CreateFakeGLContext()) {
4359 ERR("Failed to get a gl context for default adapter\n");
4360 WineD3D_ReleaseFakeGLContext();
4361 goto nogl_adapter;
4362 }
4363
4364 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4365 if(!ret) {
4366 ERR("Failed to initialize gl caps for default adapter\n");
4367 WineD3D_ReleaseFakeGLContext();
4368 goto nogl_adapter;
4369 }
4370 ret = initPixelFormats(&adapter->gl_info);
4371 if(!ret) {
4372 ERR("Failed to init gl formats\n");
4373 WineD3D_ReleaseFakeGLContext();
4374 goto nogl_adapter;
4375 }
4376
4377 hdc = pwglGetCurrentDC();
4378 if(!hdc) {
4379 ERR("Failed to get gl HDC\n");
4380 WineD3D_ReleaseFakeGLContext();
4381 goto nogl_adapter;
4382 }
4383
4384 adapter->driver = "Display";
4385 adapter->description = "Direct3D HAL";
4386
4387 /* Use the VideoRamSize registry setting when set */
4388 if(wined3d_settings.emulated_textureram)
4389 adapter->TextureRam = wined3d_settings.emulated_textureram;
4390 else
4391 adapter->TextureRam = adapter->gl_info.vidmem;
4392 adapter->UsedTextureRam = 0;
4393 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4394
4395 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4396 DisplayDevice.cb = sizeof(DisplayDevice);
4397 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4398 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4399 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4400
4401 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4402 {
4403 int attribute;
4404 int attribs[10];
4405 int values[10];
4406 int nAttribs = 0;
4407
4408 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4409 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4410
4411 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4412 cfgs = adapter->cfgs;
4413 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4414 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4415 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4416 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4417 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4418 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4419 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4420 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4421 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4422 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4423
4424 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4425 {
4426 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4427
4428 if(!res)
4429 continue;
4430
4431 /* Cache the pixel format */
4432 cfgs->iPixelFormat = iPixelFormat;
4433 cfgs->redSize = values[0];
4434 cfgs->greenSize = values[1];
4435 cfgs->blueSize = values[2];
4436 cfgs->alphaSize = values[3];
4437 cfgs->depthSize = values[4];
4438 cfgs->stencilSize = values[5];
4439 cfgs->windowDrawable = values[6];
4440 cfgs->iPixelType = values[7];
4441 cfgs->doubleBuffer = values[8];
4442 cfgs->auxBuffers = values[9];
4443
4444 cfgs->pbufferDrawable = FALSE;
4445 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4446 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4447 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4448 int value;
4449 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4450 cfgs->pbufferDrawable = value;
4451 }
4452
4453 cfgs->numSamples = 0;
4454 /* Check multisample support */
4455 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4456 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4457 int value[2];
4458 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4459 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4460 * value[1] = number of multi sample buffers*/
4461 if(value[0])
4462 cfgs->numSamples = value[1];
4463 }
4464 }
4465
4466 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);
4467 cfgs++;
4468 }
4469 }
4470 else
4471 {
4472 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4473 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4474 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4475
4476 cfgs = adapter->cfgs;
4477 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4478 {
4479 PIXELFORMATDESCRIPTOR ppfd;
4480
4481 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4482 if(!res)
4483 continue;
4484
4485 /* We only want HW acceleration using an OpenGL ICD driver.
4486 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4487 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4488 */
4489 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4490 {
4491 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4492 continue;
4493 }
4494
4495 cfgs->iPixelFormat = iPixelFormat;
4496 cfgs->redSize = ppfd.cRedBits;
4497 cfgs->greenSize = ppfd.cGreenBits;
4498 cfgs->blueSize = ppfd.cBlueBits;
4499 cfgs->alphaSize = ppfd.cAlphaBits;
4500 cfgs->depthSize = ppfd.cDepthBits;
4501 cfgs->stencilSize = ppfd.cStencilBits;
4502 cfgs->pbufferDrawable = 0;
4503 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4504 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4505 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4506 cfgs->auxBuffers = ppfd.cAuxBuffers;
4507 cfgs->numSamples = 0;
4508
4509 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);
4510 cfgs++;
4511 adapter->nCfgs++;
4512 }
4513
4514 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4515 if(!adapter->nCfgs)
4516 {
4517 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4518
4519 WineD3D_ReleaseFakeGLContext();
4520 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4521 goto nogl_adapter;
4522 }
4523 }
4524
4525 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4526 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4527 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4528 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4529 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4530 * driver is allowed to consume more bits EXCEPT for stencil bits.
4531 *
4532 * Mark an adapter with this broken stencil behavior.
4533 */
4534 adapter->brokenStencil = TRUE;
4535 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4536 {
4537 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4538 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4539 adapter->brokenStencil = FALSE;
4540 break;
4541 }
4542 }
4543
4544 fixup_extensions(&adapter->gl_info);
4545 add_gl_compat_wrappers(&adapter->gl_info);
4546
4547 WineD3D_ReleaseFakeGLContext();
4548
4549 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4550 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4551 fillGLAttribFuncs(&adapter->gl_info);
4552 adapter->opengl = TRUE;
4553 }
4554 This->adapter_count = 1;
4555 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4556
4557 return TRUE;
4558
4559 nogl_adapter:
4560 /* Initialize an adapter for ddraw-only memory counting */
4561 memset(This->adapters, 0, sizeof(This->adapters));
4562 This->adapters[0].num = 0;
4563 This->adapters[0].opengl = FALSE;
4564 This->adapters[0].monitorPoint.x = -1;
4565 This->adapters[0].monitorPoint.y = -1;
4566
4567 This->adapters[0].driver = "Display";
4568 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4569 if(wined3d_settings.emulated_textureram) {
4570 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4571 } else {
4572 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4573 }
4574
4575 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4576
4577 This->adapter_count = 1;
4578 return FALSE;
4579 }
4580
4581 /**********************************************************
4582 * IWineD3D VTbl follows
4583 **********************************************************/
4584
4585 const IWineD3DVtbl IWineD3D_Vtbl =
4586 {
4587 /* IUnknown */
4588 IWineD3DImpl_QueryInterface,
4589 IWineD3DImpl_AddRef,
4590 IWineD3DImpl_Release,
4591 /* IWineD3D */
4592 IWineD3DImpl_GetParent,
4593 IWineD3DImpl_GetAdapterCount,
4594 IWineD3DImpl_RegisterSoftwareDevice,
4595 IWineD3DImpl_GetAdapterMonitor,
4596 IWineD3DImpl_GetAdapterModeCount,
4597 IWineD3DImpl_EnumAdapterModes,
4598 IWineD3DImpl_GetAdapterDisplayMode,
4599 IWineD3DImpl_GetAdapterIdentifier,
4600 IWineD3DImpl_CheckDeviceMultiSampleType,
4601 IWineD3DImpl_CheckDepthStencilMatch,
4602 IWineD3DImpl_CheckDeviceType,
4603 IWineD3DImpl_CheckDeviceFormat,
4604 IWineD3DImpl_CheckDeviceFormatConversion,
4605 IWineD3DImpl_GetDeviceCaps,
4606 IWineD3DImpl_CreateDevice
4607 };