- import ddraw from Wine and use it for now
[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 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
429 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
430 break;
431 case SHADER_ARB:
432 /* We have to subtract any other PARAMs that we might use in our shader programs.
433 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
434 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
435 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
436 break;
437 default:
438 gl_info->max_vshader_constantsF = 0;
439 break;
440 }
441
442 switch (ps_selected_mode) {
443 case SHADER_GLSL:
444 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
445 * In theory the texbem instruction may need one more shader constant too. But lets assume
446 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
447 * and lets not take away a uniform needlessly from all other shaders.
448 */
449 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
450 break;
451 case SHADER_ARB:
452 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
453 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
454 */
455 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
456 break;
457 default:
458 gl_info->max_pshader_constantsF = 0;
459 break;
460 }
461 }
462
463 /**********************************************************
464 * IWineD3D parts follows
465 **********************************************************/
466
467 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
468 {
469 GLuint prog;
470 BOOL ret = FALSE;
471 const char *testcode =
472 "!!ARBvp1.0\n"
473 "PARAM C[66] = { program.env[0..65] };\n"
474 "ADDRESS A0;"
475 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
476 "ARL A0.x, zero.x;\n"
477 "MOV result.position, C[A0.x + 65];\n"
478 "END\n";
479
480 while(glGetError());
481 GL_EXTCALL(glGenProgramsARB(1, &prog));
482 if(!prog) {
483 ERR("Failed to create an ARB offset limit test program\n");
484 }
485 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
486 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
487 strlen(testcode), testcode));
488 if(glGetError() != 0) {
489 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
490 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
491 ret = TRUE;
492 } else TRACE("OpenGL implementation allows offsets > 63\n");
493
494 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
495 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
496 checkGLcall("ARB vp offset limit test cleanup\n");
497
498 return ret;
499 }
500
501 static DWORD ver_for_ext(GL_SupportedExt ext)
502 {
503 unsigned int i;
504 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
505 if(EXTENSION_MAP[i].extension == ext) {
506 return EXTENSION_MAP[i].version;
507 }
508 }
509 return 0;
510 }
511
512 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
513 const char *GL_Extensions = NULL;
514 const char *WGL_Extensions = NULL;
515 const char *gl_string = NULL;
516 const char *gl_string_cursor = NULL;
517 GLint gl_max;
518 GLfloat gl_floatv[2];
519 int major = 1, minor = 0;
520 BOOL return_value = TRUE;
521 unsigned i;
522 HDC hdc;
523 unsigned int vidmem=0;
524
525 TRACE_(d3d_caps)("(%p)\n", gl_info);
526
527 ENTER_GL();
528
529 gl_string = (const char *) glGetString(GL_RENDERER);
530 if (!gl_string) gl_string = "None";
531 strcpy(gl_info->gl_renderer, gl_string);
532
533 gl_string = (const char *) glGetString(GL_VENDOR);
534 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
535 if (gl_string != NULL) {
536 /* Fill in the GL vendor */
537 if (strstr(gl_string, "NVIDIA")) {
538 gl_info->gl_vendor = VENDOR_NVIDIA;
539 } else if (strstr(gl_string, "ATI")) {
540 gl_info->gl_vendor = VENDOR_ATI;
541 } else if (strstr(gl_string, "Intel(R)") ||
542 strstr(gl_info->gl_renderer, "Intel(R)") ||
543 strstr(gl_string, "Intel Inc.")) {
544 gl_info->gl_vendor = VENDOR_INTEL;
545 } else if (strstr(gl_string, "Mesa")) {
546 gl_info->gl_vendor = VENDOR_MESA;
547 } else {
548 gl_info->gl_vendor = VENDOR_WINE;
549 }
550 } else {
551 gl_info->gl_vendor = VENDOR_WINE;
552 }
553
554
555 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
556
557 /* Parse the GL_VERSION field into major and minor information */
558 gl_string = (const char *) glGetString(GL_VERSION);
559 if (gl_string != NULL) {
560
561 /* First, parse the generic opengl version. This is supposed not to be convoluted with
562 * driver specific information
563 */
564 gl_string_cursor = gl_string;
565 major = atoi(gl_string_cursor);
566 if(major <= 0) {
567 ERR("Invalid opengl major version: %d\n", major);
568 }
569 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
570 ++gl_string_cursor;
571 }
572 if (*gl_string_cursor++ != '.') {
573 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
574 }
575 minor = atoi(gl_string_cursor);
576 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
577 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
578
579 /* Now parse the driver specific string which we'll report to the app */
580 switch (gl_info->gl_vendor) {
581 case VENDOR_NVIDIA:
582 gl_string_cursor = strstr(gl_string, "NVIDIA");
583 if (!gl_string_cursor) {
584 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585 break;
586 }
587
588 gl_string_cursor = strstr(gl_string_cursor, " ");
589 if (!gl_string_cursor) {
590 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
591 break;
592 }
593
594 while (*gl_string_cursor == ' ') {
595 ++gl_string_cursor;
596 }
597
598 if (!*gl_string_cursor) {
599 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
600 break;
601 }
602
603 major = atoi(gl_string_cursor);
604 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
605 ++gl_string_cursor;
606 }
607
608 if (*gl_string_cursor++ != '.') {
609 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
610 break;
611 }
612
613 minor = atoi(gl_string_cursor);
614 minor = major*100+minor;
615 major = 10;
616
617 break;
618
619 case VENDOR_ATI:
620 major = minor = 0;
621 gl_string_cursor = strchr(gl_string, '-');
622 if (gl_string_cursor) {
623 int error = 0;
624 gl_string_cursor++;
625
626 /* Check if version number is of the form x.y.z */
627 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
628 error = 1;
629 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
630 error = 1;
631 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
632 error = 1;
633 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
634 error = 1;
635
636 /* Mark version number as malformed */
637 if (error)
638 gl_string_cursor = 0;
639 }
640
641 if (!gl_string_cursor)
642 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
643 else {
644 major = *gl_string_cursor - '0';
645 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
646 }
647 break;
648
649 case VENDOR_INTEL:
650 /* Apple and Mesa version strings look differently, but both provide intel drivers */
651 if(strstr(gl_string, "APPLE")) {
652 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
653 * We only need the first part, and use the APPLE as identification
654 * "1.2 APPLE-1.4.56"
655 */
656 gl_string_cursor = gl_string;
657 major = atoi(gl_string_cursor);
658 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
659 ++gl_string_cursor;
660 }
661
662 if (*gl_string_cursor++ != '.') {
663 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
664 break;
665 }
666
667 minor = atoi(gl_string_cursor);
668 break;
669 }
670
671 case VENDOR_MESA:
672 gl_string_cursor = strstr(gl_string, "Mesa");
673 gl_string_cursor = strstr(gl_string_cursor, " ");
674 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
675 if (*gl_string_cursor) {
676 char tmp[16];
677 int cursor = 0;
678
679 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
680 tmp[cursor++] = *gl_string_cursor;
681 ++gl_string_cursor;
682 }
683 tmp[cursor] = 0;
684 major = atoi(tmp);
685
686 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
687 ++gl_string_cursor;
688
689 cursor = 0;
690 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
691 tmp[cursor++] = *gl_string_cursor;
692 ++gl_string_cursor;
693 }
694 tmp[cursor] = 0;
695 minor = atoi(tmp);
696 }
697 break;
698
699 default:
700 major = 0;
701 minor = 9;
702 }
703 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
704 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
705 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
706 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
707 } else {
708 FIXME("OpenGL driver did not return version information\n");
709 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
710 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
711 }
712
713 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
714
715 /*
716 * Initialize openGL extension related variables
717 * with Default values
718 */
719 memset(gl_info->supported, 0, sizeof(gl_info->supported));
720 gl_info->max_buffers = 1;
721 gl_info->max_textures = 1;
722 gl_info->max_texture_stages = 1;
723 gl_info->max_fragment_samplers = 1;
724 gl_info->max_vertex_samplers = 0;
725 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
726 gl_info->max_sampler_stages = 1;
727 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
728 gl_info->ps_arb_max_temps = 0;
729 gl_info->ps_arb_max_instructions = 0;
730 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
731 gl_info->vs_arb_max_temps = 0;
732 gl_info->vs_arb_max_instructions = 0;
733 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
734 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
735 gl_info->vs_glsl_constantsF = 0;
736 gl_info->ps_glsl_constantsF = 0;
737 gl_info->vs_arb_constantsF = 0;
738 gl_info->ps_arb_constantsF = 0;
739
740 /* Retrieve opengl defaults */
741 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
742 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
743 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
744
745 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
746 gl_info->max_lights = gl_max;
747 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
748
749 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
750 gl_info->max_texture_size = gl_max;
751 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
752
753 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
754 gl_info->max_pointsizemin = gl_floatv[0];
755 gl_info->max_pointsize = gl_floatv[1];
756 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
757
758 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
759 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
760 TRACE_(d3d_caps)("GL_Extensions reported:\n");
761
762 if (NULL == GL_Extensions) {
763 ERR(" GL_Extensions returns NULL\n");
764 } else {
765 while (*GL_Extensions != 0x00) {
766 const char *Start;
767 char ThisExtn[256];
768 size_t len;
769
770 while (isspace(*GL_Extensions)) GL_Extensions++;
771 Start = GL_Extensions;
772 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
773 GL_Extensions++;
774 }
775
776 len = GL_Extensions - Start;
777 if (len == 0 || len >= sizeof(ThisExtn))
778 continue;
779
780 memcpy(ThisExtn, Start, len);
781 ThisExtn[len] = '\0';
782 TRACE_(d3d_caps)("- %s\n", ThisExtn);
783
784 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
785 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
786 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
787 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
788 break;
789 }
790 }
791 }
792
793 LEAVE_GL();
794
795 /* Now work out what GL support this card really has */
796 #define USE_GL_FUNC(type, pfn, ext, replace) { \
797 DWORD ver = ver_for_ext(ext); \
798 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
799 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
800 else gl_info->pfn = NULL; \
801 }
802 GL_EXT_FUNCS_GEN;
803 #undef USE_GL_FUNC
804
805 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
806 WGL_EXT_FUNCS_GEN;
807 #undef USE_GL_FUNC
808
809 ENTER_GL();
810 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
811 * loading the functions, otherwise the code above will load the extension entry points instead of the
812 * core functions, which may not work
813 */
814 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
815 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
816 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
817 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
818 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
819 }
820 }
821
822 if (gl_info->supported[APPLE_FENCE]) {
823 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
824 * The apple extension interacts with some other apple exts. Disable the NV
825 * extension if the apple one is support to prevent confusion in other parts
826 * of the code
827 */
828 gl_info->supported[NV_FENCE] = FALSE;
829 }
830 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
831 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
832 *
833 * The enums are the same:
834 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
835 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
836 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
837 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
838 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
839 */
840 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
841 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
842 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
843 }
844 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
845 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
846 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
847 }
848 }
849 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
850 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
851 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
852 }
853 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
854 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
855 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
856 * are supported. The nv extensions provide the same functionality as the
857 * ATI one, and a bit more(signed pixelformats)
858 */
859 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
860 }
861 }
862 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
863 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
864 gl_info->max_buffers = gl_max;
865 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
866 }
867 if (gl_info->supported[ARB_MULTITEXTURE]) {
868 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
869 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
870 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
871
872 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
873 GLint tmp;
874 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
875 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
876 } else {
877 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
878 }
879 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
880
881 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
882 GLint tmp;
883 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
884 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
885 } else {
886 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
887 }
888 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
889
890 if (gl_info->supported[ARB_VERTEX_SHADER]) {
891 GLint tmp;
892 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
893 gl_info->max_vertex_samplers = tmp;
894 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
895 gl_info->max_combined_samplers = tmp;
896
897 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
898 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
899 * an issue because then the sampler setup only depends on the two shaders. If a pixel
900 * shader is used with fixed function vertex processing we're fine too because fixed function
901 * vertex processing doesn't use any samplers. If fixed function fragment processing is
902 * used we have to make sure that all vertex sampler setups are valid together with all
903 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
904 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
905 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
906 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
907 * a fixed function pipeline anymore.
908 *
909 * So this is just a check to check that our assumption holds true. If not, write a warning
910 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
911 */
912 if(gl_info->max_vertex_samplers &&
913 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
914 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
915 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
916 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
917 if( gl_info->max_combined_samplers > MAX_TEXTURES )
918 gl_info->max_vertex_samplers =
919 gl_info->max_combined_samplers - MAX_TEXTURES;
920 else
921 gl_info->max_vertex_samplers = 0;
922 }
923 } else {
924 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
925 }
926 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
927 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
928 }
929 if (gl_info->supported[ARB_VERTEX_BLEND]) {
930 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
931 gl_info->max_blends = gl_max;
932 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
933 }
934 if (gl_info->supported[EXT_TEXTURE3D]) {
935 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
936 gl_info->max_texture3d_size = gl_max;
937 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
938 }
939 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
940 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
941 gl_info->max_anisotropy = gl_max;
942 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
943 }
944 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
945 gl_info->ps_arb_version = PS_VERSION_11;
946 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947 gl_info->ps_arb_constantsF = gl_max;
948 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
949 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950 gl_info->ps_arb_max_temps = gl_max;
951 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
952 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953 gl_info->ps_arb_max_instructions = gl_max;
954 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
955 }
956 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
957 gl_info->vs_arb_version = VS_VERSION_11;
958 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
959 gl_info->vs_arb_constantsF = gl_max;
960 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
961 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
962 gl_info->vs_arb_max_temps = gl_max;
963 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
964 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
965 gl_info->vs_arb_max_instructions = gl_max;
966 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
967
968 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
969 }
970 if (gl_info->supported[ARB_VERTEX_SHADER]) {
971 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
972 gl_info->vs_glsl_constantsF = gl_max / 4;
973 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
974 }
975 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
976 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
977 gl_info->ps_glsl_constantsF = gl_max / 4;
978 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
979 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
980 gl_info->max_glsl_varyings = gl_max;
981 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
982 }
983 if (gl_info->supported[EXT_VERTEX_SHADER]) {
984 gl_info->vs_ati_version = VS_VERSION_11;
985 }
986 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
987 gl_info->vs_nv_version = VS_VERSION_30;
988 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
989 gl_info->vs_nv_version = VS_VERSION_20;
990 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
991 gl_info->vs_nv_version = VS_VERSION_11;
992 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
993 gl_info->vs_nv_version = VS_VERSION_10;
994 }
995 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
996 gl_info->ps_nv_version = PS_VERSION_30;
997 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
998 gl_info->ps_nv_version = PS_VERSION_20;
999 }
1000 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
1001 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1002 } else {
1003 gl_info->max_shininess = 128.0;
1004 }
1005 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
1006 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1007 * This saves a few redundant glDisable calls
1008 */
1009 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1010 }
1011 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1012 /* Disable NV_register_combiners and fragment shader if this is supported.
1013 * generally the NV extensions are preferred over the ATI ones, and this
1014 * extension is disabled if register_combiners and texture_shader2 are both
1015 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1016 * fragment processing support
1017 */
1018 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1019 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1020 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1021 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1022 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1023 }
1024
1025 }
1026 checkGLcall("extension detection\n");
1027
1028 /* In some cases the number of texture stages can be larger than the number
1029 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1030 * shaders), but 8 texture stages (register combiners). */
1031 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1032
1033 /* We can only use ORM_FBO when the hardware supports it. */
1034 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1035 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1036 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1037 }
1038
1039 /* MRTs are currently only supported when FBOs are used. */
1040 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1041 gl_info->max_buffers = 1;
1042 }
1043
1044 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1045 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1046 * in case of the latest videocards in the number of pixel/vertex pipelines.
1047 *
1048 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1049 * rendering. Various games use this information to get a rough estimation of the features of the card
1050 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1051 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1052 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1053 * not the PCI id.
1054 *
1055 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1056 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1057 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1058 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1059 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1060 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1061 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1062 * is limited.
1063 *
1064 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1065 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1066 * similar 3d features.
1067 *
1068 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1069 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1070 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1071 * won't pass we return a default card. This way is better than maintaining a full card database as even
1072 * without a full database we can return a card with similar features. Second the size of the database
1073 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1074 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1075 * to distinguishes between different models from that family.
1076 *
1077 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1078 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1079 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1080 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1081 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1082 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1083 * memory behind our backs if really needed.
1084 * Note that the amount of video memory can be overruled using a registry setting.
1085 */
1086 switch (gl_info->gl_vendor) {
1087 case VENDOR_NVIDIA:
1088 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1089 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1090 */
1091 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1092 /* Geforce GTX - highend */
1093 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1095 vidmem = 1024;
1096 }
1097 /* Geforce9 - highend */
1098 else if(strstr(gl_info->gl_renderer, "9800")) {
1099 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1100 vidmem = 512;
1101 }
1102 /* Geforce9 - midend */
1103 else if(strstr(gl_info->gl_renderer, "9600")) {
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1105 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1106 }
1107 /* Geforce8 - highend */
1108 else if (strstr(gl_info->gl_renderer, "8800")) {
1109 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1110 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1111 }
1112 /* Geforce8 - midend mobile */
1113 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1115 vidmem = 512;
1116 }
1117 /* Geforce8 - midend */
1118 else if(strstr(gl_info->gl_renderer, "8600") ||
1119 strstr(gl_info->gl_renderer, "8700"))
1120 {
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1122 vidmem = 256;
1123 }
1124 /* Geforce8 - lowend */
1125 else if(strstr(gl_info->gl_renderer, "8300") ||
1126 strstr(gl_info->gl_renderer, "8400") ||
1127 strstr(gl_info->gl_renderer, "8500"))
1128 {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1130 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1131 }
1132 /* Geforce7 - highend */
1133 else if(strstr(gl_info->gl_renderer, "7800") ||
1134 strstr(gl_info->gl_renderer, "7900") ||
1135 strstr(gl_info->gl_renderer, "7950") ||
1136 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1137 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1138 {
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1140 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1141 }
1142 /* Geforce7 midend */
1143 else if(strstr(gl_info->gl_renderer, "7600") ||
1144 strstr(gl_info->gl_renderer, "7700")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1146 vidmem = 256; /* The 7600 uses 256-512MB */
1147 /* Geforce7 lower medium */
1148 } else if(strstr(gl_info->gl_renderer, "7400")) {
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1150 vidmem = 256; /* The 7400 uses 256-512MB */
1151 }
1152 /* Geforce7 lowend */
1153 else if(strstr(gl_info->gl_renderer, "7300")) {
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1155 vidmem = 256; /* Mac Pros with this card have 256 MB */
1156 }
1157 /* Geforce6 highend */
1158 else if(strstr(gl_info->gl_renderer, "6800"))
1159 {
1160 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1161 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1162 }
1163 /* Geforce6 - midend */
1164 else if(strstr(gl_info->gl_renderer, "6600") ||
1165 strstr(gl_info->gl_renderer, "6610") ||
1166 strstr(gl_info->gl_renderer, "6700"))
1167 {
1168 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1169 vidmem = 128; /* A 6600GT has 128-256MB */
1170 }
1171 /* Geforce6/7 lowend */
1172 else {
1173 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1174 vidmem = 64; /* */
1175 }
1176 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1177 /* GeforceFX - highend */
1178 if (strstr(gl_info->gl_renderer, "5800") ||
1179 strstr(gl_info->gl_renderer, "5900") ||
1180 strstr(gl_info->gl_renderer, "5950") ||
1181 strstr(gl_info->gl_renderer, "Quadro FX"))
1182 {
1183 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1184 vidmem = 256; /* 5800-5900 cards use 256MB */
1185 }
1186 /* GeforceFX - midend */
1187 else if(strstr(gl_info->gl_renderer, "5600") ||
1188 strstr(gl_info->gl_renderer, "5650") ||
1189 strstr(gl_info->gl_renderer, "5700") ||
1190 strstr(gl_info->gl_renderer, "5750"))
1191 {
1192 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1193 vidmem = 128; /* A 5600 uses 128-256MB */
1194 }
1195 /* GeforceFX - lowend */
1196 else {
1197 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1198 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1199 }
1200 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1201 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1202 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1203 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1204 }
1205 else {
1206 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1207 vidmem = 64; /* Geforce3 cards have 64-128MB */
1208 }
1209 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1210 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1211 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1212 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1213 }
1214 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1215 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1216 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1217 }
1218 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1219 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1220 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1221 }
1222 else {
1223 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1224 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1225 }
1226 } else {
1227 if (strstr(gl_info->gl_renderer, "TNT2")) {
1228 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1229 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1230 }
1231 else {
1232 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1233 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1234 }
1235 }
1236 break;
1237 case VENDOR_ATI:
1238 if(WINE_D3D9_CAPABLE(gl_info)) {
1239 /* Radeon R6xx HD2900/HD3800 - highend */
1240 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1241 strstr(gl_info->gl_renderer, "HD 3870") ||
1242 strstr(gl_info->gl_renderer, "HD 3850"))
1243 {
1244 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1245 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1246 }
1247 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1248 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1249 strstr(gl_info->gl_renderer, "HD 3830") ||
1250 strstr(gl_info->gl_renderer, "HD 3690") ||
1251 strstr(gl_info->gl_renderer, "HD 3650"))
1252 {
1253 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1254 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1255 }
1256 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1257 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1258 strstr(gl_info->gl_renderer, "HD 2400") ||
1259 strstr(gl_info->gl_renderer, "HD 3470") ||
1260 strstr(gl_info->gl_renderer, "HD 3450") ||
1261 strstr(gl_info->gl_renderer, "HD 3430"))
1262 {
1263 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1264 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1265 }
1266 /* Radeon R6xx/R7xx integrated */
1267 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1268 strstr(gl_info->gl_renderer, "HD 3200") ||
1269 strstr(gl_info->gl_renderer, "HD 3300"))
1270 {
1271 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1272 vidmem = 128; /* 128MB */
1273 }
1274 /* Radeon R5xx */
1275 else if (strstr(gl_info->gl_renderer, "X1600") ||
1276 strstr(gl_info->gl_renderer, "X1650") ||
1277 strstr(gl_info->gl_renderer, "X1800") ||
1278 strstr(gl_info->gl_renderer, "X1900") ||
1279 strstr(gl_info->gl_renderer, "X1950"))
1280 {
1281 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1282 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1283 }
1284 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1285 else if(strstr(gl_info->gl_renderer, "X700") ||
1286 strstr(gl_info->gl_renderer, "X800") ||
1287 strstr(gl_info->gl_renderer, "X850") ||
1288 strstr(gl_info->gl_renderer, "X1300") ||
1289 strstr(gl_info->gl_renderer, "X1400") ||
1290 strstr(gl_info->gl_renderer, "X1450") ||
1291 strstr(gl_info->gl_renderer, "X1550"))
1292 {
1293 gl_info->gl_card = CARD_ATI_RADEON_X700;
1294 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1295 }
1296 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1297 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1298 {
1299 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1300 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1301 }
1302 /* Radeon R3xx */
1303 else {
1304 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1305 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1306 }
1307 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1308 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1309 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1310 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1311 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1312 vidmem = 32; /* There are models with up to 64MB */
1313 } else {
1314 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1315 vidmem = 16; /* There are 16-32MB models */
1316 }
1317 break;
1318 case VENDOR_INTEL:
1319 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1320 strstr(gl_info->gl_renderer, "945GM")) {
1321 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1322 gl_info->gl_card = CARD_INTEL_I945GM;
1323 vidmem = 64;
1324 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1325 gl_info->gl_card = CARD_INTEL_I915GM;
1326 } else if (strstr(gl_info->gl_renderer, "915G")) {
1327 gl_info->gl_card = CARD_INTEL_I915G;
1328 } else if (strstr(gl_info->gl_renderer, "865G")) {
1329 gl_info->gl_card = CARD_INTEL_I865G;
1330 } else if (strstr(gl_info->gl_renderer, "855G")) {
1331 gl_info->gl_card = CARD_INTEL_I855G;
1332 } else if (strstr(gl_info->gl_renderer, "830G")) {
1333 gl_info->gl_card = CARD_INTEL_I830G;
1334 } else {
1335 gl_info->gl_card = CARD_INTEL_I915G;
1336 }
1337 break;
1338 case VENDOR_MESA:
1339 case VENDOR_WINE:
1340 default:
1341 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1342 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1343 * them a good generic choice.
1344 */
1345 gl_info->gl_vendor = VENDOR_NVIDIA;
1346 if(WINE_D3D9_CAPABLE(gl_info))
1347 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1348 else if(WINE_D3D8_CAPABLE(gl_info))
1349 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1350 else if(WINE_D3D7_CAPABLE(gl_info))
1351 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1352 else if(WINE_D3D6_CAPABLE(gl_info))
1353 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1354 else
1355 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1356 }
1357 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1358
1359 /* If we have an estimate use it, else default to 64MB; */
1360 if(vidmem)
1361 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1362 else
1363 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1364
1365 /* Load all the lookup tables */
1366 for (i = 0; i < MAX_LOOKUPS; i++) {
1367 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1368 }
1369
1370 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1371 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1372 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1373 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1374 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1375 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1376 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1377 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1378 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1379 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1380
1381 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1382 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1383 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1384 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1385 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1386
1387
1388 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1389 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1390 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1391 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1392 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1393 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1394 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1395 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1396 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1397 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1398 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1399 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1400 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1401 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1402 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1403
1404 /* TODO: config lookups */
1405
1406 /* Make sure there's an active HDC else the WGL extensions will fail */
1407 hdc = pwglGetCurrentDC();
1408 if (hdc) {
1409 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1410 if(GL_EXTCALL(wglGetExtensionsStringARB))
1411 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1412
1413 if (NULL == WGL_Extensions) {
1414 ERR(" WGL_Extensions returns NULL\n");
1415 } else {
1416 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1417 while (*WGL_Extensions != 0x00) {
1418 const char *Start;
1419 char ThisExtn[256];
1420 size_t len;
1421
1422 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1423 Start = WGL_Extensions;
1424 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1425 WGL_Extensions++;
1426 }
1427
1428 len = WGL_Extensions - Start;
1429 if (len == 0 || len >= sizeof(ThisExtn))
1430 continue;
1431
1432 memcpy(ThisExtn, Start, len);
1433 ThisExtn[len] = '\0';
1434 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1435
1436 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1437 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1438 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1439 }
1440 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1441 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1442 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1443 }
1444 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1445 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1446 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1447 }
1448 }
1449 }
1450 }
1451 LEAVE_GL();
1452
1453 return return_value;
1454 }
1455
1456 /**********************************************************
1457 * IWineD3D implementation follows
1458 **********************************************************/
1459
1460 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1461 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1462
1463 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1464
1465 return This->adapter_count;
1466 }
1467
1468 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1469 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1470 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1471 return WINED3D_OK;
1472 }
1473
1474 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1475 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1476
1477 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1478
1479 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1480 return NULL;
1481 }
1482
1483 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1484 }
1485
1486 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1487 of the same bpp but different resolutions */
1488
1489 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1490 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1491 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1492 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1493
1494 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1495 return 0;
1496 }
1497
1498 /* TODO: Store modes per adapter and read it from the adapter structure */
1499 if (Adapter == 0) { /* Display */
1500 int i = 0;
1501 int j = 0;
1502
1503 if (!DEBUG_SINGLE_MODE) {
1504 DEVMODEW DevModeW;
1505
1506 ZeroMemory(&DevModeW, sizeof(DevModeW));
1507 DevModeW.dmSize = sizeof(DevModeW);
1508 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1509 j++;
1510 switch (Format)
1511 {
1512 case WINED3DFMT_UNKNOWN:
1513 /* This is for D3D8, do not enumerate P8 here */
1514 if (DevModeW.dmBitsPerPel == 32 ||
1515 DevModeW.dmBitsPerPel == 16) i++;
1516 break;
1517 case WINED3DFMT_X8R8G8B8:
1518 if (DevModeW.dmBitsPerPel == 32) i++;
1519 break;
1520 case WINED3DFMT_R5G6B5:
1521 if (DevModeW.dmBitsPerPel == 16) i++;
1522 break;
1523 case WINED3DFMT_P8:
1524 if (DevModeW.dmBitsPerPel == 8) i++;
1525 break;
1526 default:
1527 /* Skip other modes as they do not match the requested format */
1528 break;
1529 }
1530 }
1531 } else {
1532 i = 1;
1533 j = 1;
1534 }
1535
1536 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1537 return i;
1538 } else {
1539 FIXME_(d3d_caps)("Adapter not primary display\n");
1540 }
1541 return 0;
1542 }
1543
1544 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1545 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1546 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1547 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1548
1549 /* Validate the parameters as much as possible */
1550 if (NULL == pMode ||
1551 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1552 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1553 return WINED3DERR_INVALIDCALL;
1554 }
1555
1556 /* TODO: Store modes per adapter and read it from the adapter structure */
1557 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1558 DEVMODEW DevModeW;
1559 int ModeIdx = 0;
1560 UINT i = 0;
1561 int j = 0;
1562
1563 ZeroMemory(&DevModeW, sizeof(DevModeW));
1564 DevModeW.dmSize = sizeof(DevModeW);
1565
1566 /* If we are filtering to a specific format (D3D9), then need to skip
1567 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1568 just count through the ones with valid bit depths */
1569 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1570 switch (Format)
1571 {
1572 case WINED3DFMT_UNKNOWN:
1573 /* This is D3D8. Do not enumerate P8 here */
1574 if (DevModeW.dmBitsPerPel == 32 ||
1575 DevModeW.dmBitsPerPel == 16) i++;
1576 break;
1577 case WINED3DFMT_X8R8G8B8:
1578 if (DevModeW.dmBitsPerPel == 32) i++;
1579 break;
1580 case WINED3DFMT_R5G6B5:
1581 if (DevModeW.dmBitsPerPel == 16) i++;
1582 break;
1583 case WINED3DFMT_P8:
1584 if (DevModeW.dmBitsPerPel == 8) i++;
1585 break;
1586 default:
1587 /* Modes that don't match what we support can get an early-out */
1588 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1589 return WINED3DERR_INVALIDCALL;
1590 }
1591 }
1592
1593 if (i == 0) {
1594 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1595 return WINED3DERR_INVALIDCALL;
1596 }
1597 ModeIdx = j - 1;
1598
1599 /* Now get the display mode via the calculated index */
1600 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1601 pMode->Width = DevModeW.dmPelsWidth;
1602 pMode->Height = DevModeW.dmPelsHeight;
1603 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1604 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1605 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1606
1607 if (Format == WINED3DFMT_UNKNOWN) {
1608 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1609 } else {
1610 pMode->Format = Format;
1611 }
1612 } else {
1613 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1614 return WINED3DERR_INVALIDCALL;
1615 }
1616
1617 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1618 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1619 DevModeW.dmBitsPerPel);
1620
1621 } else if (DEBUG_SINGLE_MODE) {
1622 /* Return one setting of the format requested */
1623 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1624 pMode->Width = 800;
1625 pMode->Height = 600;
1626 pMode->RefreshRate = 60;
1627 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1628 } else {
1629 FIXME_(d3d_caps)("Adapter not primary display\n");
1630 }
1631
1632 return WINED3D_OK;
1633 }
1634
1635 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1636 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1637 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1638
1639 if (NULL == pMode ||
1640 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1641 return WINED3DERR_INVALIDCALL;
1642 }
1643
1644 if (Adapter == 0) { /* Display */
1645 int bpp = 0;
1646 DEVMODEW DevModeW;
1647
1648 ZeroMemory(&DevModeW, sizeof(DevModeW));
1649 DevModeW.dmSize = sizeof(DevModeW);
1650
1651 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1652 pMode->Width = DevModeW.dmPelsWidth;
1653 pMode->Height = DevModeW.dmPelsHeight;
1654 bpp = DevModeW.dmBitsPerPel;
1655 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1656 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1657 {
1658 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1659 }
1660
1661 pMode->Format = pixelformat_for_depth(bpp);
1662 } else {
1663 FIXME_(d3d_caps)("Adapter not primary display\n");
1664 }
1665
1666 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1667 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1668 return WINED3D_OK;
1669 }
1670
1671 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1672 and fields being inserted in the middle, a new structure is used in place */
1673 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1674 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1675 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1676
1677 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1678
1679 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1680 return WINED3DERR_INVALIDCALL;
1681 }
1682
1683 /* Return the information requested */
1684 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1685 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1686 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1687
1688 /* Note dx8 doesn't supply a DeviceName */
1689 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1690 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1691 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1692 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1693 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1694 *(pIdentifier->SubSysId) = 0;
1695 *(pIdentifier->Revision) = 0;
1696 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1697
1698 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1699 {
1700 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1701 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1702 }
1703
1704 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1705 {
1706 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1707 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1708 }
1709
1710 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1711 *(pIdentifier->WHQLLevel) = 0;
1712 } else {
1713 *(pIdentifier->WHQLLevel) = 1;
1714 }
1715
1716 return WINED3D_OK;
1717 }
1718
1719 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1720 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1721 {
1722 short redSize, greenSize, blueSize, alphaSize, colorBits;
1723
1724 if(!cfg)
1725 return FALSE;
1726
1727 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1728 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1729 {
1730 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1731 return FALSE;
1732 }
1733
1734 if(cfg->redSize < redSize)
1735 return FALSE;
1736
1737 if(cfg->greenSize < greenSize)
1738 return FALSE;
1739
1740 if(cfg->blueSize < blueSize)
1741 return FALSE;
1742
1743 if(cfg->alphaSize < alphaSize)
1744 return FALSE;
1745
1746 return TRUE;
1747 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1748 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1749 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1750 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1751 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1752 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1753 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1754 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1755 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1756 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1757 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1758 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1759 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1760 } else {
1761 /* Probably a color index mode */
1762 return FALSE;
1763 }
1764
1765 return FALSE;
1766 }
1767
1768 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1769 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1770 {
1771 short depthSize, stencilSize;
1772 BOOL lockable = FALSE;
1773
1774 if(!cfg)
1775 return FALSE;
1776
1777 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1778 {
1779 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1780 return FALSE;
1781 }
1782
1783 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1784 lockable = TRUE;
1785
1786 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1787 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1788 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1789 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1790 return FALSE;
1791
1792 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1793 * allow more stencil bits than requested. */
1794 if(cfg->stencilSize < stencilSize)
1795 return FALSE;
1796
1797 return TRUE;
1798 }
1799
1800 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1801 WINED3DFORMAT AdapterFormat,
1802 WINED3DFORMAT RenderTargetFormat,
1803 WINED3DFORMAT DepthStencilFormat) {
1804 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1805 int nCfgs;
1806 const WineD3D_PixelFormat *cfgs;
1807 const struct WineD3DAdapter *adapter;
1808 const struct GlPixelFormatDesc *rt_format_desc;
1809 const struct GlPixelFormatDesc *ds_format_desc;
1810 int it;
1811
1812 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1813 This, Adapter,
1814 DeviceType, debug_d3ddevicetype(DeviceType),
1815 AdapterFormat, debug_d3dformat(AdapterFormat),
1816 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1817 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1818
1819 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1820 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1821 return WINED3DERR_INVALIDCALL;
1822 }
1823
1824 adapter = &This->adapters[Adapter];
1825 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1826 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1827 cfgs = adapter->cfgs;
1828 nCfgs = adapter->nCfgs;
1829 for (it = 0; it < nCfgs; ++it) {
1830 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1831 {
1832 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1833 {
1834 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1835 return WINED3D_OK;
1836 }
1837 }
1838 }
1839 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1840
1841 return WINED3DERR_NOTAVAILABLE;
1842 }
1843
1844 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1845 WINED3DFORMAT SurfaceFormat,
1846 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1847
1848 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1849 const struct GlPixelFormatDesc *glDesc;
1850 const struct WineD3DAdapter *adapter;
1851
1852 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1853 This,
1854 Adapter,
1855 DeviceType, debug_d3ddevicetype(DeviceType),
1856 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1857 Windowed,
1858 MultiSampleType,
1859 pQualityLevels);
1860
1861 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1862 return WINED3DERR_INVALIDCALL;
1863 }
1864
1865 /* TODO: handle Windowed, add more quality levels */
1866
1867 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1868
1869 /* By default multisampling is disabled right now as it causes issues
1870 * on some Nvidia driver versions and it doesn't work well in combination
1871 * with FBOs yet. */
1872 if(!wined3d_settings.allow_multisampling)
1873 return WINED3DERR_NOTAVAILABLE;
1874
1875 adapter = &This->adapters[Adapter];
1876 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1877 if (!glDesc) return WINED3DERR_INVALIDCALL;
1878
1879 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1880 int i, nCfgs;
1881 const WineD3D_PixelFormat *cfgs;
1882
1883 cfgs = adapter->cfgs;
1884 nCfgs = adapter->nCfgs;
1885 for(i=0; i<nCfgs; i++) {
1886 if(cfgs[i].numSamples != MultiSampleType)
1887 continue;
1888
1889 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1890 continue;
1891
1892 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1893
1894 if(pQualityLevels)
1895 *pQualityLevels = 1; /* Guess at a value! */
1896 return WINED3D_OK;
1897 }
1898 }
1899 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1900 short redSize, greenSize, blueSize, alphaSize, colorBits;
1901 int i, nCfgs;
1902 const WineD3D_PixelFormat *cfgs;
1903
1904 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1905 {
1906 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1907 return WINED3DERR_NOTAVAILABLE;
1908 }
1909
1910 cfgs = adapter->cfgs;
1911 nCfgs = adapter->nCfgs;
1912 for(i=0; i<nCfgs; i++) {
1913 if(cfgs[i].numSamples != MultiSampleType)
1914 continue;
1915 if(cfgs[i].redSize != redSize)
1916 continue;
1917 if(cfgs[i].greenSize != greenSize)
1918 continue;
1919 if(cfgs[i].blueSize != blueSize)
1920 continue;
1921 if(cfgs[i].alphaSize != alphaSize)
1922 continue;
1923
1924 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1925
1926 if(pQualityLevels)
1927 *pQualityLevels = 1; /* Guess at a value! */
1928 return WINED3D_OK;
1929 }
1930 }
1931 return WINED3DERR_NOTAVAILABLE;
1932 }
1933
1934 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1935 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1936
1937 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1938 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1939 UINT nmodes;
1940
1941 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1942 This,
1943 Adapter,
1944 DeviceType, debug_d3ddevicetype(DeviceType),
1945 DisplayFormat, debug_d3dformat(DisplayFormat),
1946 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1947 Windowed);
1948
1949 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1950 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1951 return WINED3DERR_INVALIDCALL;
1952 }
1953
1954 /* The task of this function is to check whether a certain display / backbuffer format
1955 * combination is available on the given adapter. In fullscreen mode microsoft specified
1956 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1957 * and display format should match exactly.
1958 * In windowed mode format conversion can occur and this depends on the driver. When format
1959 * conversion is done, this function should nevertheless fail and applications need to use
1960 * CheckDeviceFormatConversion.
1961 * At the moment we assume that fullscreen and windowed have the same capabilities */
1962
1963 /* There are only 4 display formats */
1964 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1965 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1966 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1967 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1968 {
1969 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1970 return WINED3DERR_NOTAVAILABLE;
1971 }
1972
1973 /* If the requested DisplayFormat is not available, don't continue */
1974 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1975 if(!nmodes) {
1976 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1977 return WINED3DERR_NOTAVAILABLE;
1978 }
1979
1980 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1981 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1982 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1983 return WINED3DERR_NOTAVAILABLE;
1984 }
1985
1986 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1987 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1988 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1989 return WINED3DERR_NOTAVAILABLE;
1990 }
1991
1992 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1993 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1994 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1995 return WINED3DERR_NOTAVAILABLE;
1996 }
1997
1998 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1999 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2000 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2001 return WINED3DERR_NOTAVAILABLE;
2002 }
2003
2004 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2005 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2006 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2007 return WINED3DERR_NOTAVAILABLE;
2008 }
2009
2010 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2011 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2012 if(FAILED(hr))
2013 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2014
2015 return hr;
2016 }
2017
2018
2019 /* Check if we support bumpmapping for a format */
2020 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2021 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2022 {
2023 const struct fragment_pipeline *fp;
2024
2025 switch(format_desc->format)
2026 {
2027 case WINED3DFMT_R8G8_SNORM:
2028 case WINED3DFMT_R16G16_SNORM:
2029 case WINED3DFMT_L6V5U5:
2030 case WINED3DFMT_X8L8V8U8:
2031 case WINED3DFMT_R8G8B8A8_SNORM:
2032 /* Ask the fixed function pipeline implementation if it can deal
2033 * with the conversion. If we've got a GL extension giving native
2034 * support this will be an identity conversion. */
2035 fp = select_fragment_implementation(adapter, DeviceType);
2036 if (fp->color_fixup_supported(format_desc->color_fixup))
2037 {
2038 TRACE_(d3d_caps)("[OK]\n");
2039 return TRUE;
2040 }
2041 TRACE_(d3d_caps)("[FAILED]\n");
2042 return FALSE;
2043
2044 default:
2045 TRACE_(d3d_caps)("[FAILED]\n");
2046 return FALSE;
2047 }
2048 }
2049
2050 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2051 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2052 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2053 {
2054 int it=0;
2055
2056 /* Only allow depth/stencil formats */
2057 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2058
2059 /* Walk through all WGL pixel formats to find a match */
2060 for (it = 0; it < adapter->nCfgs; ++it)
2061 {
2062 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2063 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2064 {
2065 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2066 {
2067 return TRUE;
2068 }
2069 }
2070 }
2071
2072 return FALSE;
2073 }
2074
2075 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2076 {
2077 /* The flags entry of a format contains the filtering capability */
2078 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2079
2080 return FALSE;
2081 }
2082
2083 /* Check the render target capabilities of a format */
2084 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2085 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2086 {
2087 /* Filter out non-RT formats */
2088 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2089
2090 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2091 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2092 int it;
2093 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2094 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2095
2096 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2097 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2098
2099 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2100 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2101 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2102 TRACE_(d3d_caps)("[FAILED]\n");
2103 return FALSE;
2104 }
2105
2106 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2107 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2108 for (it = 0; it < adapter->nCfgs; ++it)
2109 {
2110 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2111 &cfgs[it], check_format_desc))
2112 {
2113 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2114 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2115 return TRUE;
2116 }
2117 }
2118 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2119 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2120 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2121 int it;
2122
2123 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2124 for (it = 0; it < adapter->nCfgs; ++it)
2125 {
2126 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2127 &cfgs[it], check_format_desc))
2128 {
2129 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2130 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2131 return TRUE;
2132 }
2133 }
2134 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2135 /* For now return TRUE for FBOs until we have some proper checks.
2136 * Note that this function will only be called when the format is around for texturing. */
2137 return TRUE;
2138 }
2139 return FALSE;
2140 }
2141
2142 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2143 {
2144 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2145
2146 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2147 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2148 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2149 return FALSE;
2150 }
2151
2152 switch (format_desc->format)
2153 {
2154 case WINED3DFMT_A8R8G8B8:
2155 case WINED3DFMT_X8R8G8B8:
2156 case WINED3DFMT_A4R4G4B4:
2157 case WINED3DFMT_L8:
2158 case WINED3DFMT_A8L8:
2159 case WINED3DFMT_DXT1:
2160 case WINED3DFMT_DXT2:
2161 case WINED3DFMT_DXT3:
2162 case WINED3DFMT_DXT4:
2163 case WINED3DFMT_DXT5:
2164 TRACE_(d3d_caps)("[OK]\n");
2165 return TRUE;
2166
2167 default:
2168 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2169 return FALSE;
2170 }
2171 return FALSE;
2172 }
2173
2174 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2175 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2176 {
2177 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2178 * doing the color fixup in shaders.
2179 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2180 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2181 {
2182 int vs_selected_mode;
2183 int ps_selected_mode;
2184 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2185
2186 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2187 TRACE_(d3d_caps)("[OK]\n");
2188 return TRUE;
2189 }
2190 }
2191
2192 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2193 return FALSE;
2194 }
2195
2196 /* Check if a format support blending in combination with pixel shaders */
2197 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2198 const struct GlPixelFormatDesc *format_desc)
2199 {
2200 /* The flags entry of a format contains the post pixel shader blending capability */
2201 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2202
2203 return FALSE;
2204 }
2205
2206 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2207 {
2208 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2209 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2210 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2211 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2212 * capability anyway.
2213 *
2214 * For now lets report this on all formats, but in the future we may want to
2215 * restrict it to some should games need that
2216 */
2217 return TRUE;
2218 }
2219
2220 /* Check if a texture format is supported on the given adapter */
2221 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2222 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2223 {
2224 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2225 const shader_backend_t *shader_backend;
2226 const struct fragment_pipeline *fp;
2227
2228 switch (format_desc->format)
2229 {
2230 /*****
2231 * supported: RGB(A) formats
2232 */
2233 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2234 case WINED3DFMT_A8R8G8B8:
2235 case WINED3DFMT_X8R8G8B8:
2236 case WINED3DFMT_R5G6B5:
2237 case WINED3DFMT_X1R5G5B5:
2238 case WINED3DFMT_A1R5G5B5:
2239 case WINED3DFMT_A4R4G4B4:
2240 case WINED3DFMT_A8_UNORM:
2241 case WINED3DFMT_X4R4G4B4:
2242 case WINED3DFMT_R8G8B8A8_UNORM:
2243 case WINED3DFMT_X8B8G8R8:
2244 case WINED3DFMT_A2R10G10B10:
2245 case WINED3DFMT_R10G10B10A2_UNORM:
2246 case WINED3DFMT_R16G16_UNORM:
2247 TRACE_(d3d_caps)("[OK]\n");
2248 return TRUE;
2249
2250 case WINED3DFMT_R3G3B2:
2251 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2252 return FALSE;
2253
2254 /*****
2255 * supported: Palettized
2256 */
2257 case WINED3DFMT_P8:
2258 TRACE_(d3d_caps)("[OK]\n");
2259 return TRUE;
2260 /* No Windows driver offers A8P8, so don't offer it either */
2261 case WINED3DFMT_A8P8:
2262 return FALSE;
2263
2264 /*****
2265 * Supported: (Alpha)-Luminance
2266 */
2267 case WINED3DFMT_L8:
2268 case WINED3DFMT_A8L8:
2269 case WINED3DFMT_L16:
2270 TRACE_(d3d_caps)("[OK]\n");
2271 return TRUE;
2272
2273 /* Not supported on Windows, thus disabled */
2274 case WINED3DFMT_A4L4:
2275 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2276 return FALSE;
2277
2278 /*****
2279 * Supported: Depth/Stencil formats
2280 */
2281 case WINED3DFMT_D16_LOCKABLE:
2282 case WINED3DFMT_D16_UNORM:
2283 case WINED3DFMT_D15S1:
2284 case WINED3DFMT_D24X8:
2285 case WINED3DFMT_D24X4S4:
2286 case WINED3DFMT_D24S8:
2287 case WINED3DFMT_D24FS8:
2288 case WINED3DFMT_D32:
2289 case WINED3DFMT_D32F_LOCKABLE:
2290 return TRUE;
2291
2292 /*****
2293 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2294 * GL_NV_texture_shader). Emulated by shaders
2295 */
2296 case WINED3DFMT_R8G8_SNORM:
2297 case WINED3DFMT_X8L8V8U8:
2298 case WINED3DFMT_L6V5U5:
2299 case WINED3DFMT_R8G8B8A8_SNORM:
2300 case WINED3DFMT_R16G16_SNORM:
2301 /* Ask the shader backend if it can deal with the conversion. If
2302 * we've got a GL extension giving native support this will be an
2303 * identity conversion. */
2304 shader_backend = select_shader_backend(adapter, DeviceType);
2305 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2306 {
2307 TRACE_(d3d_caps)("[OK]\n");
2308 return TRUE;
2309 }
2310 TRACE_(d3d_caps)("[FAILED]\n");
2311 return FALSE;
2312
2313 case WINED3DFMT_DXT1:
2314 case WINED3DFMT_DXT2:
2315 case WINED3DFMT_DXT3:
2316 case WINED3DFMT_DXT4:
2317 case WINED3DFMT_DXT5:
2318 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2319 TRACE_(d3d_caps)("[OK]\n");
2320 return TRUE;
2321 }
2322 TRACE_(d3d_caps)("[FAILED]\n");
2323 return FALSE;
2324
2325
2326 /*****
2327 * Odd formats - not supported
2328 */
2329 case WINED3DFMT_VERTEXDATA:
2330 case WINED3DFMT_R16_UINT:
2331 case WINED3DFMT_R32_UINT:
2332 case WINED3DFMT_R16G16B16A16_SNORM:
2333 case WINED3DFMT_A2W10V10U10:
2334 case WINED3DFMT_W11V11U10:
2335 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2336 return FALSE;
2337
2338 /*****
2339 * WINED3DFMT_CxV8U8: Not supported right now
2340 */
2341 case WINED3DFMT_CxV8U8:
2342 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2343 return FALSE;
2344
2345 /* YUV formats */
2346 case WINED3DFMT_UYVY:
2347 case WINED3DFMT_YUY2:
2348 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2349 TRACE_(d3d_caps)("[OK]\n");
2350 return TRUE;
2351 }
2352 TRACE_(d3d_caps)("[FAILED]\n");
2353 return FALSE;
2354 case WINED3DFMT_YV12:
2355 TRACE_(d3d_caps)("[FAILED]\n");
2356 return FALSE;
2357
2358 /* Not supported */
2359 case WINED3DFMT_R16G16B16A16_UNORM:
2360 case WINED3DFMT_A8R3G3B2:
2361 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2362 return FALSE;
2363
2364 /* Floating point formats */
2365 case WINED3DFMT_R16_FLOAT:
2366 case WINED3DFMT_R16G16B16A16_FLOAT:
2367 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2368 TRACE_(d3d_caps)("[OK]\n");
2369 return TRUE;
2370 }
2371 TRACE_(d3d_caps)("[FAILED]\n");
2372 return FALSE;
2373
2374 case WINED3DFMT_R32_FLOAT:
2375 case WINED3DFMT_R32G32B32A32_FLOAT:
2376 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2377 TRACE_(d3d_caps)("[OK]\n");
2378 return TRUE;
2379 }
2380 TRACE_(d3d_caps)("[FAILED]\n");
2381 return FALSE;
2382
2383 case WINED3DFMT_R16G16_FLOAT:
2384 case WINED3DFMT_R32G32_FLOAT:
2385 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2386 TRACE_(d3d_caps)("[OK]\n");
2387 return TRUE;
2388 }
2389 TRACE_(d3d_caps)("[FAILED]\n");
2390 return FALSE;
2391
2392 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2393 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2394 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2395 * We can do instancing with all shader versions, but we need vertex shaders.
2396 *
2397 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2398 * to enable instancing. WineD3D doesn't need that and just ignores it.
2399 *
2400 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2401 */
2402 case WINEMAKEFOURCC('I','N','S','T'):
2403 TRACE("ATI Instancing check hack\n");
2404 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2405 TRACE_(d3d_caps)("[OK]\n");
2406 return TRUE;
2407 }
2408 TRACE_(d3d_caps)("[FAILED]\n");
2409 return FALSE;
2410
2411 /* Some weird FOURCC formats */
2412 case WINED3DFMT_R8G8_B8G8:
2413 case WINED3DFMT_G8R8_G8B8:
2414 case WINED3DFMT_MULTI2_ARGB8:
2415 TRACE_(d3d_caps)("[FAILED]\n");
2416 return FALSE;
2417
2418 /* Vendor specific formats */
2419 case WINED3DFMT_ATI2N:
2420 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2421 shader_backend = select_shader_backend(adapter, DeviceType);
2422 fp = select_fragment_implementation(adapter, DeviceType);
2423 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2424 && fp->color_fixup_supported(format_desc->color_fixup))
2425 {
2426 TRACE_(d3d_caps)("[OK]\n");
2427 return TRUE;
2428 }
2429
2430 TRACE_(d3d_caps)("[OK]\n");
2431 return TRUE;
2432 }
2433 TRACE_(d3d_caps)("[FAILED]\n");
2434 return FALSE;
2435
2436 case WINED3DFMT_NVHU:
2437 case WINED3DFMT_NVHS:
2438 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2439 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2440 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2441 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2442 * Applications have to deal with not having NVHS and NVHU.
2443 */
2444 TRACE_(d3d_caps)("[FAILED]\n");
2445 return FALSE;
2446
2447 case WINED3DFMT_UNKNOWN:
2448 return FALSE;
2449
2450 default:
2451 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2452 break;
2453 }
2454 return FALSE;
2455 }
2456
2457 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2458 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2459 {
2460 const struct blit_shader *blitter;
2461
2462 if(SurfaceType == SURFACE_GDI) {
2463 switch(check_format_desc->format)
2464 {
2465 case WINED3DFMT_R8G8B8:
2466 case WINED3DFMT_A8R8G8B8:
2467 case WINED3DFMT_X8R8G8B8:
2468 case WINED3DFMT_R5G6B5:
2469 case WINED3DFMT_X1R5G5B5:
2470 case WINED3DFMT_A1R5G5B5:
2471 case WINED3DFMT_A4R4G4B4:
2472 case WINED3DFMT_R3G3B2:
2473 case WINED3DFMT_A8_UNORM:
2474 case WINED3DFMT_A8R3G3B2:
2475 case WINED3DFMT_X4R4G4B4:
2476 case WINED3DFMT_R10G10B10A2_UNORM:
2477 case WINED3DFMT_R8G8B8A8_UNORM:
2478 case WINED3DFMT_X8B8G8R8:
2479 case WINED3DFMT_R16G16_UNORM:
2480 case WINED3DFMT_A2R10G10B10:
2481 case WINED3DFMT_R16G16B16A16_UNORM:
2482 case WINED3DFMT_P8:
2483 TRACE_(d3d_caps)("[OK]\n");
2484 return TRUE;
2485 default:
2486 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2487 return FALSE;
2488 }
2489 }
2490
2491 /* All format that are supported for textures are supported for surfaces as well */
2492 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2493 /* All depth stencil formats are supported on surfaces */
2494 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2495
2496 /* If opengl can't process the format natively, the blitter may be able to convert it */
2497 blitter = select_blit_implementation(adapter, DeviceType);
2498 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2499 {
2500 TRACE_(d3d_caps)("[OK]\n");
2501 return TRUE;
2502 }
2503
2504 /* Reject other formats */
2505 TRACE_(d3d_caps)("[FAILED]\n");
2506 return FALSE;
2507 }
2508
2509 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2510 {
2511 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2512
2513 if (!GL_LIMITS(vertex_samplers)) {
2514 TRACE_(d3d_caps)("[FAILED]\n");
2515 return FALSE;
2516 }
2517
2518 switch (format_desc->format)
2519 {
2520 case WINED3DFMT_R32G32B32A32_FLOAT:
2521 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2522 TRACE_(d3d_caps)("[FAILED]\n");
2523 return FALSE;
2524 }
2525 TRACE_(d3d_caps)("[OK]\n");
2526 return TRUE;
2527
2528 default:
2529 TRACE_(d3d_caps)("[FAILED]\n");
2530 return FALSE;
2531 }
2532 return FALSE;
2533 }
2534
2535 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2536 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2537 WINED3DSURFTYPE SurfaceType) {
2538 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2539 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2540 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2541 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2542 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2543 DWORD UsageCaps = 0;
2544
2545 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2546 This,
2547 Adapter,
2548 DeviceType, debug_d3ddevicetype(DeviceType),
2549 AdapterFormat, debug_d3dformat(AdapterFormat),
2550 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2551 RType, debug_d3dresourcetype(RType),
2552 CheckFormat, debug_d3dformat(CheckFormat));
2553
2554 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2555 return WINED3DERR_INVALIDCALL;
2556 }
2557
2558 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2559
2560 if(SurfaceType != SURFACE_OPENGL) {
2561 TRACE("[FAILED]\n");
2562 return WINED3DERR_NOTAVAILABLE;
2563 }
2564
2565 /* Cubetexture allows:
2566 * - D3DUSAGE_AUTOGENMIPMAP
2567 * - D3DUSAGE_DEPTHSTENCIL
2568 * - D3DUSAGE_DYNAMIC
2569 * - D3DUSAGE_NONSECURE (d3d9ex)
2570 * - D3DUSAGE_RENDERTARGET
2571 * - D3DUSAGE_SOFTWAREPROCESSING
2572 * - D3DUSAGE_QUERY_WRAPANDMIP
2573 */
2574 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2575 /* Check if the texture format is around */
2576 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2577 {
2578 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2579 /* Check for automatic mipmap generation support */
2580 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2581 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2582 } else {
2583 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2584 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2585 }
2586 }
2587
2588 /* Always report dynamic locking */
2589 if(Usage & WINED3DUSAGE_DYNAMIC)
2590 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2591
2592 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2593 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2594 {
2595 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2596 } else {
2597 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2598 return WINED3DERR_NOTAVAILABLE;
2599 }
2600 }
2601
2602 /* Always report software processing */
2603 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2604 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2605
2606 /* Check QUERY_FILTER support */
2607 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2608 if (CheckFilterCapability(adapter, format_desc))
2609 {
2610 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2611 } else {
2612 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2613 return WINED3DERR_NOTAVAILABLE;
2614 }
2615 }
2616
2617 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2618 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2619 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2620 {
2621 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2622 } else {
2623 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2624 return WINED3DERR_NOTAVAILABLE;
2625 }
2626 }
2627
2628 /* Check QUERY_SRGBREAD support */
2629 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2630 if (CheckSrgbReadCapability(adapter, format_desc))
2631 {
2632 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2633 } else {
2634 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2635 return WINED3DERR_NOTAVAILABLE;
2636 }
2637 }
2638
2639 /* Check QUERY_SRGBWRITE support */
2640 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2641 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2642 {
2643 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2644 } else {
2645 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2646 return WINED3DERR_NOTAVAILABLE;
2647 }
2648 }
2649
2650 /* Check QUERY_VERTEXTEXTURE support */
2651 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2652 if (CheckVertexTextureCapability(adapter, format_desc))
2653 {
2654 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2655 } else {
2656 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2657 return WINED3DERR_NOTAVAILABLE;
2658 }
2659 }
2660
2661 /* Check QUERY_WRAPANDMIP support */
2662 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2663 if (CheckWrapAndMipCapability(adapter, format_desc))
2664 {
2665 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2666 } else {
2667 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2668 return WINED3DERR_NOTAVAILABLE;
2669 }
2670 }
2671 } else {
2672 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2673 return WINED3DERR_NOTAVAILABLE;
2674 }
2675 } else {
2676 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2677 return WINED3DERR_NOTAVAILABLE;
2678 }
2679 } else if(RType == WINED3DRTYPE_SURFACE) {
2680 /* Surface allows:
2681 * - D3DUSAGE_DEPTHSTENCIL
2682 * - D3DUSAGE_NONSECURE (d3d9ex)
2683 * - D3DUSAGE_RENDERTARGET
2684 */
2685
2686 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2687 {
2688 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2689 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2690 {
2691 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2692 } else {
2693 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2694 return WINED3DERR_NOTAVAILABLE;
2695 }
2696 }
2697
2698 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2699 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2700 {
2701 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2702 } else {
2703 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2704 return WINED3DERR_NOTAVAILABLE;
2705 }
2706 }
2707
2708 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2709 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2710 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2711 {
2712 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2713 } else {
2714 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2715 return WINED3DERR_NOTAVAILABLE;
2716 }
2717 }
2718 } else {
2719 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2720 return WINED3DERR_NOTAVAILABLE;
2721 }
2722
2723 } else if(RType == WINED3DRTYPE_TEXTURE) {
2724 /* Texture allows:
2725 * - D3DUSAGE_AUTOGENMIPMAP
2726 * - D3DUSAGE_DEPTHSTENCIL
2727 * - D3DUSAGE_DMAP
2728 * - D3DUSAGE_DYNAMIC
2729 * - D3DUSAGE_NONSECURE (d3d9ex)
2730 * - D3DUSAGE_RENDERTARGET
2731 * - D3DUSAGE_SOFTWAREPROCESSING
2732 * - D3DUSAGE_TEXTAPI (d3d9ex)
2733 * - D3DUSAGE_QUERY_WRAPANDMIP
2734 */
2735
2736 if(SurfaceType != SURFACE_OPENGL) {
2737 TRACE("[FAILED]\n");
2738 return WINED3DERR_NOTAVAILABLE;
2739 }
2740
2741 /* Check if the texture format is around */
2742 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2743 {
2744 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2745 /* Check for automatic mipmap generation support */
2746 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2747 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2748 } else {
2749 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2750 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2751 }
2752 }
2753
2754 /* Always report dynamic locking */
2755 if(Usage & WINED3DUSAGE_DYNAMIC)
2756 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2757
2758 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2759 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2760 {
2761 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2762 } else {
2763 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2764 return WINED3DERR_NOTAVAILABLE;
2765 }
2766 }
2767
2768 /* Always report software processing */
2769 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2770 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2771
2772 /* Check QUERY_FILTER support */
2773 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2774 if (CheckFilterCapability(adapter, format_desc))
2775 {
2776 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2777 } else {
2778 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2779 return WINED3DERR_NOTAVAILABLE;
2780 }
2781 }
2782
2783 /* Check QUERY_LEGACYBUMPMAP support */
2784 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2785 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2786 {
2787 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2788 } else {
2789 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2790 return WINED3DERR_NOTAVAILABLE;
2791 }
2792 }
2793
2794 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2795 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2796 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2797 {
2798 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2799 } else {
2800 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2801 return WINED3DERR_NOTAVAILABLE;
2802 }
2803 }
2804
2805 /* Check QUERY_SRGBREAD support */
2806 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2807 if (CheckSrgbReadCapability(adapter, format_desc))
2808 {
2809 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2810 } else {
2811 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2812 return WINED3DERR_NOTAVAILABLE;
2813 }
2814 }
2815
2816 /* Check QUERY_SRGBWRITE support */
2817 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2818 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2819 {
2820 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2821 } else {
2822 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2823 return WINED3DERR_NOTAVAILABLE;
2824 }
2825 }
2826
2827 /* Check QUERY_VERTEXTEXTURE support */
2828 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2829 if (CheckVertexTextureCapability(adapter, format_desc))
2830 {
2831 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2832 } else {
2833 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2834 return WINED3DERR_NOTAVAILABLE;
2835 }
2836 }
2837
2838 /* Check QUERY_WRAPANDMIP support */
2839 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2840 if (CheckWrapAndMipCapability(adapter, format_desc))
2841 {
2842 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2843 } else {
2844 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2845 return WINED3DERR_NOTAVAILABLE;
2846 }
2847 }
2848
2849 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2850 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2851 {
2852 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2853 } else {
2854 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2855 return WINED3DERR_NOTAVAILABLE;
2856 }
2857 }
2858 } else {
2859 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2860 return WINED3DERR_NOTAVAILABLE;
2861 }
2862 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2863 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2864 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2865 *
2866 * Volumetexture allows:
2867 * - D3DUSAGE_DYNAMIC
2868 * - D3DUSAGE_NONSECURE (d3d9ex)
2869 * - D3DUSAGE_SOFTWAREPROCESSING
2870 * - D3DUSAGE_QUERY_WRAPANDMIP
2871 */
2872
2873 if(SurfaceType != SURFACE_OPENGL) {
2874 TRACE("[FAILED]\n");
2875 return WINED3DERR_NOTAVAILABLE;
2876 }
2877
2878 /* Check volume texture and volume usage caps */
2879 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2880 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2881 {
2882 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2883 return WINED3DERR_NOTAVAILABLE;
2884 }
2885
2886 /* Always report dynamic locking */
2887 if(Usage & WINED3DUSAGE_DYNAMIC)
2888 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2889
2890 /* Always report software processing */
2891 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2892 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2893
2894 /* Check QUERY_FILTER support */
2895 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2896 if (CheckFilterCapability(adapter, format_desc))
2897 {
2898 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2899 } else {
2900 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2901 return WINED3DERR_NOTAVAILABLE;
2902 }
2903 }
2904
2905 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2906 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2907 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2908 {
2909 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2910 } else {
2911 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2912 return WINED3DERR_NOTAVAILABLE;
2913 }
2914 }
2915
2916 /* Check QUERY_SRGBREAD support */
2917 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2918 if (CheckSrgbReadCapability(adapter, format_desc))
2919 {
2920 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2921 } else {
2922 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2923 return WINED3DERR_NOTAVAILABLE;
2924 }
2925 }
2926
2927 /* Check QUERY_SRGBWRITE support */
2928 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2929 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2930 {
2931 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2932 } else {
2933 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2934 return WINED3DERR_NOTAVAILABLE;
2935 }
2936 }
2937
2938 /* Check QUERY_VERTEXTEXTURE support */
2939 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2940 if (CheckVertexTextureCapability(adapter, format_desc))
2941 {
2942 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2943 } else {
2944 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2945 return WINED3DERR_NOTAVAILABLE;
2946 }
2947 }
2948
2949 /* Check QUERY_WRAPANDMIP support */
2950 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2951 if (CheckWrapAndMipCapability(adapter, format_desc))
2952 {
2953 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2954 } else {
2955 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2956 return WINED3DERR_NOTAVAILABLE;
2957 }
2958 }
2959 } else {
2960 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2961 return WINED3DERR_NOTAVAILABLE;
2962 }
2963
2964 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2965 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2966 * app needing one of those formats, don't advertize them to avoid leading apps into
2967 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2968 * except of R32F.
2969 */
2970 switch(CheckFormat) {
2971 case WINED3DFMT_P8:
2972 case WINED3DFMT_A4L4:
2973 case WINED3DFMT_R32_FLOAT:
2974 case WINED3DFMT_R16_FLOAT:
2975 case WINED3DFMT_X8L8V8U8:
2976 case WINED3DFMT_L6V5U5:
2977 case WINED3DFMT_R16G16_UNORM:
2978 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2979 return WINED3DERR_NOTAVAILABLE;
2980
2981 case WINED3DFMT_R8G8B8A8_SNORM:
2982 case WINED3DFMT_R16G16_SNORM:
2983 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2984 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2985 return WINED3DERR_NOTAVAILABLE;
2986 }
2987 break;
2988
2989 case WINED3DFMT_R8G8_SNORM:
2990 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2991 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2992 return WINED3DERR_NOTAVAILABLE;
2993 }
2994 break;
2995
2996 case WINED3DFMT_DXT1:
2997 case WINED3DFMT_DXT2:
2998 case WINED3DFMT_DXT3:
2999 case WINED3DFMT_DXT4:
3000 case WINED3DFMT_DXT5:
3001 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3002 * compressed texture results in an error. While the D3D refrast does
3003 * support s3tc volumes, at least the nvidia windows driver does not, so
3004 * we're free not to support this format.
3005 */
3006 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3007 return WINED3DERR_NOTAVAILABLE;
3008
3009 default:
3010 /* Do nothing, continue with checking the format below */
3011 break;
3012 }
3013 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
3014 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3015 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3016 return WINED3DERR_NOTAVAILABLE;
3017 }
3018
3019 /* This format is nothing special and it is supported perfectly.
3020 * However, ati and nvidia driver on windows do not mark this format as
3021 * supported (tested with the dxCapsViewer) and pretending to
3022 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3023 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3024 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3025 */
3026 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3027 TRACE_(d3d_caps)("[FAILED]\n");
3028 return WINED3DERR_NOTAVAILABLE;
3029 }
3030
3031 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3032 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3033 * usage flags match. */
3034 if(UsageCaps == Usage) {
3035 return WINED3D_OK;
3036 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3037 return WINED3DOK_NOAUTOGEN;
3038 } else {
3039 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);
3040 return WINED3DERR_NOTAVAILABLE;
3041 }
3042 }
3043
3044 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3045 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3046 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3047
3048 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3049 This,
3050 Adapter,
3051 DeviceType, debug_d3ddevicetype(DeviceType),
3052 SourceFormat, debug_d3dformat(SourceFormat),
3053 TargetFormat, debug_d3dformat(TargetFormat));
3054 return WINED3D_OK;
3055 }
3056
3057 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3058 {
3059 const shader_backend_t *ret;
3060 int vs_selected_mode;
3061 int ps_selected_mode;
3062
3063 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3064 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3065 ret = &glsl_shader_backend;
3066 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3067 ret = &arb_program_shader_backend;
3068 } else {
3069 ret = &none_shader_backend;
3070 }
3071 return ret;
3072 }
3073
3074 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3075 WINED3DDEVTYPE DeviceType)
3076 {
3077 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3078 int vs_selected_mode;
3079 int ps_selected_mode;
3080
3081 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3082 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3083 return &arbfp_fragment_pipeline;
3084 } else if(ps_selected_mode == SHADER_ATI) {
3085 return &atifs_fragment_pipeline;
3086 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3087 return &nvts_fragment_pipeline;
3088 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3089 return &nvrc_fragment_pipeline;
3090 } else {
3091 return &ffp_fragment_pipeline;
3092 }
3093 }
3094
3095 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3096 {
3097 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3098 int vs_selected_mode;
3099 int ps_selected_mode;
3100
3101 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3102 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3103 return &arbfp_blit;
3104 } else {
3105 return &ffp_blit;
3106 }
3107 }
3108
3109 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3110 subset of a D3DCAPS9 structure. However, it has to come via a void *
3111 as the d3d8 interface cannot import the d3d9 header */
3112 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3113
3114 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3115 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3116 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3117 int vs_selected_mode;
3118 int ps_selected_mode;
3119 struct shader_caps shader_caps;
3120 struct fragment_caps fragment_caps;
3121 const shader_backend_t *shader_backend;
3122 const struct fragment_pipeline *frag_pipeline = NULL;
3123 DWORD ckey_caps, blit_caps, fx_caps;
3124
3125 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3126
3127 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3128 return WINED3DERR_INVALIDCALL;
3129 }
3130
3131 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3132
3133 /* This function should *not* be modifying GL caps
3134 * TODO: move the functionality where it belongs */
3135 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3136
3137 /* ------------------------------------------------
3138 The following fields apply to both d3d8 and d3d9
3139 ------------------------------------------------ */
3140 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3141 pCaps->AdapterOrdinal = Adapter;
3142
3143 pCaps->Caps = 0;
3144 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3145 WINED3DCAPS2_FULLSCREENGAMMA |
3146 WINED3DCAPS2_DYNAMICTEXTURES;
3147 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3148 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3149 }
3150
3151 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3152 WINED3DCAPS3_COPY_TO_VIDMEM |
3153 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3154
3155 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3156 WINED3DPRESENT_INTERVAL_ONE;
3157
3158 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3159 WINED3DCURSORCAPS_LOWRES;
3160
3161 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3162 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3163 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3164 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3165 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3166 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3167 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3168 WINED3DDEVCAPS_PUREDEVICE |
3169 WINED3DDEVCAPS_HWRASTERIZATION |
3170 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3171 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3172 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3173 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3174 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3175 WINED3DDEVCAPS_RTPATCHES;
3176
3177 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3178 WINED3DPMISCCAPS_CULLCCW |
3179 WINED3DPMISCCAPS_CULLCW |
3180 WINED3DPMISCCAPS_COLORWRITEENABLE |
3181 WINED3DPMISCCAPS_CLIPTLVERTS |
3182 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3183 WINED3DPMISCCAPS_MASKZ |
3184 WINED3DPMISCCAPS_BLENDOP |
3185 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3186 /* TODO:
3187 WINED3DPMISCCAPS_NULLREFERENCE
3188 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3189 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3190 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3191 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3192
3193 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3194 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3195
3196 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3197 WINED3DPRASTERCAPS_PAT |
3198 WINED3DPRASTERCAPS_WFOG |
3199 WINED3DPRASTERCAPS_ZFOG |
3200 WINED3DPRASTERCAPS_FOGVERTEX |
3201 WINED3DPRASTERCAPS_FOGTABLE |
3202 WINED3DPRASTERCAPS_STIPPLE |
3203 WINED3DPRASTERCAPS_SUBPIXEL |
3204 WINED3DPRASTERCAPS_ZTEST |
3205 WINED3DPRASTERCAPS_SCISSORTEST |
3206 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3207 WINED3DPRASTERCAPS_DEPTHBIAS;
3208
3209 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3210 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3211 WINED3DPRASTERCAPS_ZBIAS |
3212 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3213 }
3214 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3215 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3216 }
3217 /* FIXME Add:
3218 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3219 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3220 WINED3DPRASTERCAPS_ANTIALIASEDGES
3221 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3222 WINED3DPRASTERCAPS_WBUFFER */
3223
3224 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3225 WINED3DPCMPCAPS_EQUAL |
3226 WINED3DPCMPCAPS_GREATER |
3227 WINED3DPCMPCAPS_GREATEREQUAL |
3228 WINED3DPCMPCAPS_LESS |
3229 WINED3DPCMPCAPS_LESSEQUAL |
3230 WINED3DPCMPCAPS_NEVER |
3231 WINED3DPCMPCAPS_NOTEQUAL;
3232
3233 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3234 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3235 WINED3DPBLENDCAPS_DESTALPHA |
3236 WINED3DPBLENDCAPS_DESTCOLOR |
3237 WINED3DPBLENDCAPS_INVDESTALPHA |
3238 WINED3DPBLENDCAPS_INVDESTCOLOR |
3239 WINED3DPBLENDCAPS_INVSRCALPHA |
3240 WINED3DPBLENDCAPS_INVSRCCOLOR |
3241 WINED3DPBLENDCAPS_ONE |
3242 WINED3DPBLENDCAPS_SRCALPHA |
3243 WINED3DPBLENDCAPS_SRCALPHASAT |
3244 WINED3DPBLENDCAPS_SRCCOLOR |
3245 WINED3DPBLENDCAPS_ZERO;
3246
3247 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3248 WINED3DPBLENDCAPS_DESTCOLOR |
3249 WINED3DPBLENDCAPS_INVDESTALPHA |
3250 WINED3DPBLENDCAPS_INVDESTCOLOR |
3251 WINED3DPBLENDCAPS_INVSRCALPHA |
3252 WINED3DPBLENDCAPS_INVSRCCOLOR |
3253 WINED3DPBLENDCAPS_ONE |
3254 WINED3DPBLENDCAPS_SRCALPHA |
3255 WINED3DPBLENDCAPS_SRCCOLOR |
3256 WINED3DPBLENDCAPS_ZERO;
3257 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3258 * according to the glBlendFunc manpage
3259 *
3260 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3261 * legacy settings for srcblend only
3262 */
3263
3264 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3265 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3266 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3267 }
3268
3269
3270 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3271 WINED3DPCMPCAPS_EQUAL |
3272 WINED3DPCMPCAPS_GREATER |
3273 WINED3DPCMPCAPS_GREATEREQUAL |
3274 WINED3DPCMPCAPS_LESS |
3275 WINED3DPCMPCAPS_LESSEQUAL |
3276 WINED3DPCMPCAPS_NEVER |
3277 WINED3DPCMPCAPS_NOTEQUAL;
3278
3279 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3280 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3281 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3282 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3283 WINED3DPSHADECAPS_COLORFLATRGB |
3284 WINED3DPSHADECAPS_FOGFLAT |
3285 WINED3DPSHADECAPS_FOGGOURAUD |
3286 WINED3DPSHADECAPS_SPECULARFLATRGB;
3287
3288 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3289 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3290 WINED3DPTEXTURECAPS_TRANSPARENCY |
3291 WINED3DPTEXTURECAPS_BORDER |
3292 WINED3DPTEXTURECAPS_MIPMAP |
3293 WINED3DPTEXTURECAPS_PROJECTED |
3294 WINED3DPTEXTURECAPS_PERSPECTIVE;
3295
3296 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3297 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3298 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3299 }
3300
3301 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3302 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3303 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3304 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3305 }
3306
3307 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3308 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3309 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3310 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3311
3312 }
3313
3314 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3315 WINED3DPTFILTERCAPS_MAGFPOINT |
3316 WINED3DPTFILTERCAPS_MINFLINEAR |
3317 WINED3DPTFILTERCAPS_MINFPOINT |
3318 WINED3DPTFILTERCAPS_MIPFLINEAR |
3319 WINED3DPTFILTERCAPS_MIPFPOINT |
3320 WINED3DPTFILTERCAPS_LINEAR |
3321 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3322 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3323 WINED3DPTFILTERCAPS_MIPLINEAR |
3324 WINED3DPTFILTERCAPS_MIPNEAREST |
3325 WINED3DPTFILTERCAPS_NEAREST;
3326
3327 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3328 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3329 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3330 }
3331
3332 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3333 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3334 WINED3DPTFILTERCAPS_MAGFPOINT |
3335 WINED3DPTFILTERCAPS_MINFLINEAR |
3336 WINED3DPTFILTERCAPS_MINFPOINT |
3337 WINED3DPTFILTERCAPS_MIPFLINEAR |
3338 WINED3DPTFILTERCAPS_MIPFPOINT |
3339 WINED3DPTFILTERCAPS_LINEAR |
3340 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3341 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3342 WINED3DPTFILTERCAPS_MIPLINEAR |
3343 WINED3DPTFILTERCAPS_MIPNEAREST |
3344 WINED3DPTFILTERCAPS_NEAREST;
3345
3346 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3347 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3348 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3349 }
3350 } else
3351 pCaps->CubeTextureFilterCaps = 0;
3352
3353 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3354 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3355 WINED3DPTFILTERCAPS_MAGFPOINT |
3356 WINED3DPTFILTERCAPS_MINFLINEAR |
3357 WINED3DPTFILTERCAPS_MINFPOINT |
3358 WINED3DPTFILTERCAPS_MIPFLINEAR |
3359 WINED3DPTFILTERCAPS_MIPFPOINT |
3360 WINED3DPTFILTERCAPS_LINEAR |
3361 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3362 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3363 WINED3DPTFILTERCAPS_MIPLINEAR |
3364 WINED3DPTFILTERCAPS_MIPNEAREST |
3365 WINED3DPTFILTERCAPS_NEAREST;
3366 } else
3367 pCaps->VolumeTextureFilterCaps = 0;
3368
3369 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3370 WINED3DPTADDRESSCAPS_CLAMP |
3371 WINED3DPTADDRESSCAPS_WRAP;
3372
3373 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3374 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3375 }
3376 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3377 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3378 }
3379 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3380 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3381 }
3382
3383 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3384 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3385 WINED3DPTADDRESSCAPS_CLAMP |
3386 WINED3DPTADDRESSCAPS_WRAP;
3387 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3388 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3389 }
3390 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3391 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3392 }
3393 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3394 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3395 }
3396 } else
3397 pCaps->VolumeTextureAddressCaps = 0;
3398
3399 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3400 WINED3DLINECAPS_ZTEST |
3401 WINED3DLINECAPS_BLEND |
3402 WINED3DLINECAPS_ALPHACMP |
3403 WINED3DLINECAPS_FOG;
3404 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3405 * idea how generating the smoothing alpha values works; the result is different
3406 */
3407
3408 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3409 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3410
3411 if(GL_SUPPORT(EXT_TEXTURE3D))
3412 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3413 else
3414 pCaps->MaxVolumeExtent = 0;
3415
3416 pCaps->MaxTextureRepeat = 32768;
3417 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3418 pCaps->MaxVertexW = 1.0;
3419
3420 pCaps->GuardBandLeft = 0;
3421 pCaps->GuardBandTop = 0;
3422 pCaps->GuardBandRight = 0;
3423 pCaps->GuardBandBottom = 0;
3424
3425 pCaps->ExtentsAdjust = 0;
3426
3427 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3428 WINED3DSTENCILCAPS_INCRSAT |
3429 WINED3DSTENCILCAPS_INVERT |
3430 WINED3DSTENCILCAPS_KEEP |
3431 WINED3DSTENCILCAPS_REPLACE |
3432 WINED3DSTENCILCAPS_ZERO;
3433 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3434 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3435 WINED3DSTENCILCAPS_INCR;
3436 }
3437 if ( This->dxVersion > 8 &&
3438 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3439 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3440 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3441 }
3442
3443 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3444
3445 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3446 pCaps->MaxActiveLights = GL_LIMITS(lights);
3447
3448 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3449 pCaps->MaxVertexBlendMatrixIndex = 0;
3450
3451 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3452 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3453
3454
3455 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3456 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3457 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3458 WINED3DVTXPCAPS_LOCALVIEWER |
3459 WINED3DVTXPCAPS_VERTEXFOG |
3460 WINED3DVTXPCAPS_TEXGEN;
3461 /* FIXME: Add
3462 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3463
3464 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3465 pCaps->MaxVertexIndex = 0xFFFFF;
3466 pCaps->MaxStreams = MAX_STREAMS;
3467 pCaps->MaxStreamStride = 1024;
3468
3469 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3470 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3471 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3472 pCaps->MaxNpatchTessellationLevel = 0;
3473 pCaps->MasterAdapterOrdinal = 0;
3474 pCaps->AdapterOrdinalInGroup = 0;
3475 pCaps->NumberOfAdaptersInGroup = 1;
3476
3477 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3478
3479 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3480 WINED3DPTFILTERCAPS_MAGFPOINT |
3481 WINED3DPTFILTERCAPS_MINFLINEAR |
3482 WINED3DPTFILTERCAPS_MAGFLINEAR;
3483 pCaps->VertexTextureFilterCaps = 0;
3484
3485 memset(&shader_caps, 0, sizeof(shader_caps));
3486 shader_backend = select_shader_backend(adapter, DeviceType);
3487 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3488
3489 memset(&fragment_caps, 0, sizeof(fragment_caps));
3490 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3491 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3492
3493 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3494 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3495
3496 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3497 * Ignore shader model capabilities if disabled in config
3498 */
3499 if(vs_selected_mode == SHADER_NONE) {
3500 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3501 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3502 pCaps->MaxVertexShaderConst = 0;
3503 } else {
3504 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3505 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3506 }
3507
3508 if(ps_selected_mode == SHADER_NONE) {
3509 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3510 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3511 pCaps->PixelShader1xMaxValue = 0.0;
3512 } else {
3513 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3514 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3515 }
3516
3517 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3518 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3519 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3520
3521 pCaps->VS20Caps = shader_caps.VS20Caps;
3522 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3523 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3524 pCaps->PS20Caps = shader_caps.PS20Caps;
3525 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3526 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3527
3528 /* The following caps are shader specific, but they are things we cannot detect, or which
3529 * are the same among all shader models. So to avoid code duplication set the shader version
3530 * specific, but otherwise constant caps here
3531 */
3532 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3533 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3534 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3535 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3536 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3537 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3538 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3539
3540 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3541 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3542 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3543 pCaps->VS20Caps.Caps = 0;
3544 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3545 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3546 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3547
3548 pCaps->MaxVShaderInstructionsExecuted = 65535;
3549 pCaps->MaxVertexShader30InstructionSlots = 0;
3550 } else { /* VS 1.x */
3551 pCaps->VS20Caps.Caps = 0;
3552 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3553 pCaps->VS20Caps.NumTemps = 0;
3554 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3555
3556 pCaps->MaxVShaderInstructionsExecuted = 0;
3557 pCaps->MaxVertexShader30InstructionSlots = 0;
3558 }
3559
3560 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3561 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3562 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3563
3564 /* 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 */
3565 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3566 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3567 WINED3DPS20CAPS_PREDICATION |
3568 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3569 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3570 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3571 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3572 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3573 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3574
3575 pCaps->MaxPShaderInstructionsExecuted = 65535;
3576 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3577 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3578 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3579 pCaps->PS20Caps.Caps = 0;
3580 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3581 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3582 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3583 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3584
3585 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3586 pCaps->MaxPixelShader30InstructionSlots = 0;
3587 } else { /* PS 1.x */
3588 pCaps->PS20Caps.Caps = 0;
3589 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3590 pCaps->PS20Caps.NumTemps = 0;
3591 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3592 pCaps->PS20Caps.NumInstructionSlots = 0;
3593
3594 pCaps->MaxPShaderInstructionsExecuted = 0;
3595 pCaps->MaxPixelShader30InstructionSlots = 0;
3596 }
3597
3598 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3599 /* OpenGL supports all the formats below, perhaps not always
3600 * without conversion, but it supports them.
3601 * Further GLSL doesn't seem to have an official unsigned type so
3602 * don't advertise it yet as I'm not sure how we handle it.
3603 * We might need to add some clamping in the shader engine to
3604 * support it.
3605 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3606 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3607 WINED3DDTCAPS_UBYTE4N |
3608 WINED3DDTCAPS_SHORT2N |
3609 WINED3DDTCAPS_SHORT4N;
3610 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3611 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3612 WINED3DDTCAPS_FLOAT16_4;
3613 }
3614 } else
3615 pCaps->DeclTypes = 0;
3616
3617 /* Set DirectDraw helper Caps */
3618 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3619 WINEDDCKEYCAPS_SRCBLT;
3620 fx_caps = WINEDDFXCAPS_BLTALPHA |
3621 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3622 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3623 WINEDDFXCAPS_BLTROTATION90 |
3624 WINEDDFXCAPS_BLTSHRINKX |
3625 WINEDDFXCAPS_BLTSHRINKXN |
3626 WINEDDFXCAPS_BLTSHRINKY |
3627 WINEDDFXCAPS_BLTSHRINKXN |
3628 WINEDDFXCAPS_BLTSTRETCHX |
3629 WINEDDFXCAPS_BLTSTRETCHXN |
3630 WINEDDFXCAPS_BLTSTRETCHY |
3631 WINEDDFXCAPS_BLTSTRETCHYN;
3632 blit_caps = WINEDDCAPS_BLT |
3633 WINEDDCAPS_BLTCOLORFILL |
3634 WINEDDCAPS_BLTDEPTHFILL |
3635 WINEDDCAPS_BLTSTRETCH |
3636 WINEDDCAPS_CANBLTSYSMEM |
3637 WINEDDCAPS_CANCLIP |
3638 WINEDDCAPS_CANCLIPSTRETCHED |
3639 WINEDDCAPS_COLORKEY |
3640 WINEDDCAPS_COLORKEYHWASSIST |
3641 WINEDDCAPS_ALIGNBOUNDARYSRC;
3642
3643 /* Fill the ddraw caps structure */
3644 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3645 WINEDDCAPS_PALETTE |
3646 blit_caps;
3647 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3648 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3649 WINEDDCAPS2_PRIMARYGAMMA |
3650 WINEDDCAPS2_WIDESURFACES |
3651 WINEDDCAPS2_CANRENDERWINDOWED;
3652 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3653 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3654 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3655 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3656 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3657 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3658 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3659 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3660 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3661
3662 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3663 WINEDDSCAPS_BACKBUFFER |
3664 WINEDDSCAPS_FLIP |
3665 WINEDDSCAPS_FRONTBUFFER |
3666 WINEDDSCAPS_OFFSCREENPLAIN |
3667 WINEDDSCAPS_PALETTE |
3668 WINEDDSCAPS_PRIMARYSURFACE |
3669 WINEDDSCAPS_SYSTEMMEMORY |
3670 WINEDDSCAPS_VIDEOMEMORY |
3671 WINEDDSCAPS_VISIBLE;
3672 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3673
3674 /* Set D3D caps if OpenGL is available. */
3675 if (adapter->opengl)
3676 {
3677 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3678 WINEDDSCAPS_MIPMAP |
3679 WINEDDSCAPS_TEXTURE |
3680 WINEDDSCAPS_ZBUFFER;
3681 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3682 }
3683
3684 return WINED3D_OK;
3685 }
3686
3687 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3688 and fields being inserted in the middle, a new structure is used in place */
3689 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3690 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3691 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3692 {
3693 IWineD3DDeviceImpl *object = NULL;
3694 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3695 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3696 WINED3DDISPLAYMODE mode;
3697 const struct fragment_pipeline *frag_pipeline = NULL;
3698 int i;
3699 struct fragment_caps ffp_caps;
3700 HRESULT hr;
3701
3702 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3703 * number and create a device without a 3D adapter for 2D only operation.
3704 */
3705 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3706 return WINED3DERR_INVALIDCALL;
3707 }
3708
3709 /* Create a WineD3DDevice object */
3710 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3711 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3712 TRACE("Created WineD3DDevice object @ %p\n", object);
3713 if (NULL == object) {
3714 return WINED3DERR_OUTOFVIDEOMEMORY;
3715 }
3716
3717 /* Set up initial COM information */
3718 object->lpVtbl = &IWineD3DDevice_Vtbl;
3719 object->ref = 1;
3720 object->wineD3D = iface;
3721 object->adapter = This->adapter_count ? adapter : NULL;
3722 IWineD3D_AddRef(object->wineD3D);
3723 object->parent = parent;
3724 object->device_parent = device_parent;
3725 list_init(&object->resources);
3726 list_init(&object->shaders);
3727
3728 if(This->dxVersion == 7) {
3729 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3730 } else {
3731 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3732 }
3733 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3734
3735 /* Set the state up as invalid until the device is fully created */
3736 object->state = WINED3DERR_DRIVERINTERNALERROR;
3737
3738 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3739 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3740
3741 /* Save the creation parameters */
3742 object->createParms.AdapterOrdinal = Adapter;
3743 object->createParms.DeviceType = DeviceType;
3744 object->createParms.hFocusWindow = hFocusWindow;
3745 object->createParms.BehaviorFlags = BehaviourFlags;
3746
3747 /* Initialize other useful values */
3748 object->adapterNo = Adapter;
3749 object->devType = DeviceType;
3750
3751 select_shader_mode(&adapter->gl_info, DeviceType,
3752 &object->ps_selected_mode, &object->vs_selected_mode);
3753 object->shader_backend = select_shader_backend(adapter, DeviceType);
3754
3755 memset(&ffp_caps, 0, sizeof(ffp_caps));
3756 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3757 object->frag_pipe = frag_pipeline;
3758 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3759 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3760 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3761 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3762 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3763
3764 if (FAILED(hr)) {
3765 IWineD3D_Release(object->wineD3D);
3766 HeapFree(GetProcessHeap(), 0, object);
3767
3768 return hr;
3769 }
3770
3771 object->blitter = select_blit_implementation(adapter, DeviceType);
3772
3773 /* set the state of the device to valid */
3774 object->state = WINED3D_OK;
3775
3776 /* Get the initial screen setup for ddraw */
3777 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3778
3779 object->ddraw_width = mode.Width;
3780 object->ddraw_height = mode.Height;
3781 object->ddraw_format = mode.Format;
3782
3783 for(i = 0; i < PATCHMAP_SIZE; i++) {
3784 list_init(&object->patches[i]);
3785 }
3786
3787 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3788
3789 return WINED3D_OK;
3790 }
3791
3792 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3793 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3794 IUnknown_AddRef(This->parent);
3795 *pParent = This->parent;
3796 return WINED3D_OK;
3797 }
3798
3799 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3800 IUnknown* surfaceParent;
3801 TRACE("(%p) call back\n", pSurface);
3802
3803 /* Now, release the parent, which will take care of cleaning up the surface for us */
3804 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3805 IUnknown_Release(surfaceParent);
3806 return IUnknown_Release(surfaceParent);
3807 }
3808
3809 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3810 IUnknown* volumeParent;
3811 TRACE("(%p) call back\n", pVolume);
3812
3813 /* Now, release the parent, which will take care of cleaning up the volume for us */
3814 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3815 IUnknown_Release(volumeParent);
3816 return IUnknown_Release(volumeParent);
3817 }
3818
3819 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3820 {
3821 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3822 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3823 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3824 *
3825 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3826 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3827 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3828 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3829 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3830 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3831 * DirectDraw, not OpenGL.
3832 */
3833 if(gl_info->supported[APPLE_FENCE] &&
3834 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3835 gl_info->supported[APPLE_FLUSH_RENDER] &&
3836 gl_info->supported[APPLE_YCBCR_422]) {
3837 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3838 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3839 return TRUE;
3840 } else {
3841 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3842 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3843 return FALSE;
3844 }
3845 }
3846
3847 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3848 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3849 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3850 * all the texture. This function detects this bug by its symptom and disables PBOs
3851 * if the test fails.
3852 *
3853 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3854 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3855 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3856 * read back is compared to the original. If they are equal PBOs are assumed to work,
3857 * otherwise the PBO extension is disabled.
3858 */
3859 GLuint texture, pbo;
3860 static const unsigned int pattern[] = {
3861 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3862 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3863 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3864 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3865 };
3866 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3867
3868 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3869 /* No PBO -> No point in testing them */
3870 return;
3871 }
3872
3873 while(glGetError());
3874 glGenTextures(1, &texture);
3875 glBindTexture(GL_TEXTURE_2D, texture);
3876 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3877 checkGLcall("Specifying the PBO test texture\n");
3878
3879 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3880 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3881 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3882 checkGLcall("Specifying the PBO test pbo\n");
3883
3884 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3885 checkGLcall("Loading the PBO test texture\n");
3886
3887 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3888 glFinish(); /* just to be sure */
3889
3890 memset(check, 0, sizeof(check));
3891 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3892 checkGLcall("Reading back the PBO test texture\n");
3893
3894 glDeleteTextures(1, &texture);
3895 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3896 checkGLcall("PBO test cleanup\n");
3897
3898 if(memcmp(check, pattern, sizeof(check)) != 0) {
3899 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3900 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3901 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3902 } else {
3903 TRACE_(d3d_caps)("PBO test successful\n");
3904 }
3905 }
3906
3907 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3908 * reporting a driver version is moot because we are not the Windows driver, and we have different
3909 * bugs, features, etc.
3910 *
3911 * If a card is not found in this table, the gl driver version is reported
3912 */
3913 struct driver_version_information {
3914 WORD vendor; /* reported PCI card vendor ID */
3915 WORD card; /* reported PCI card device ID */
3916 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3917 WORD lopart_hi, lopart_lo; /* driver loword to report */
3918 };
3919
3920 static const struct driver_version_information driver_version_table[] = {
3921 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3922 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3923 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3924 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3925 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3926 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3927 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3928 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3929 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3930 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3931 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3932 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3933 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3941
3942 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3943 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3944 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3945 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3946 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3947 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3948 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3949
3950 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3951 };
3952
3953 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3954 unsigned int i;
3955 BOOL apple = implementation_is_apple(gl_info);
3956
3957 if(apple) {
3958 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3959 * used it falls back to software. While the compiler can detect if the shader uses all declared
3960 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3961 * using relative addressing falls back to software.
3962 *
3963 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3964 */
3965 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3966 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3967 } else {
3968 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3969 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3970 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3971 }
3972
3973 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3974 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3975 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3976 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3977 * according to the spec.
3978 *
3979 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3980 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3981 *
3982 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3983 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3984 * this workaround is activated on cards that do not need it, it won't break things, just affect
3985 * performance negatively.
3986 */
3987 if(gl_info->gl_vendor == VENDOR_INTEL ||
3988 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3989 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3990 gl_info->set_texcoord_w = TRUE;
3991 }
3992 }
3993
3994 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3995 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3996 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3997 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3998 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3999 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4000 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4001 *
4002 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4003 * has this extension promoted to core. The extension loading code sets this extension supported
4004 * due to that, so this code works on fglrx as well.
4005 */
4006 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4007 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4008 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
4009 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4010 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4011 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4012 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4013 }
4014 }
4015
4016 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4017 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4018 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4019 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4020 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4021 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4022 *
4023 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4024 * triggering the software fallback. There is not much we can do here apart from disabling the
4025 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4026 * in IWineD3DImpl_FillGLCaps).
4027 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4028 * post-processing effects in the game "Max Payne 2").
4029 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4030 */
4031 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4032 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4033 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4034 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4035 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4036 }
4037 }
4038
4039 /* Find out if PBOs work as they are supposed to */
4040 test_pbo_functionality(gl_info);
4041
4042 /* Fixup the driver version */
4043 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4044 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4045 gl_info->gl_card == driver_version_table[i].card) {
4046 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4047
4048 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4049 driver_version_table[i].lopart_lo);
4050 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4051 driver_version_table[i].hipart_lo);
4052 break;
4053 }
4054 }
4055 }
4056
4057 static void WINE_GLAPI invalid_func(const void *data)
4058 {
4059 ERR("Invalid vertex attribute function called\n");
4060 DebugBreak();
4061 }
4062
4063 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4064 {
4065 ERR("Invalid texcoord function called\n");
4066 DebugBreak();
4067 }
4068
4069 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4070 * the extension detection and are used in drawStridedSlow
4071 */
4072 static void WINE_GLAPI position_d3dcolor(const void *data)
4073 {
4074 DWORD pos = *((const DWORD *)data);
4075
4076 FIXME("Add a test for fixed function position from d3dcolor type\n");
4077 glVertex4s(D3DCOLOR_B_R(pos),
4078 D3DCOLOR_B_G(pos),
4079 D3DCOLOR_B_B(pos),
4080 D3DCOLOR_B_A(pos));
4081 }
4082
4083 static void WINE_GLAPI position_float4(const void *data)
4084 {
4085 const GLfloat *pos = data;
4086
4087 if (pos[3] < eps && pos[3] > -eps)
4088 glVertex3fv(pos);
4089 else {
4090 float w = 1.0 / pos[3];
4091
4092 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4093 }
4094 }
4095
4096 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4097 {
4098 DWORD diffuseColor = *((const DWORD *)data);
4099
4100 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4101 D3DCOLOR_B_G(diffuseColor),
4102 D3DCOLOR_B_B(diffuseColor),
4103 D3DCOLOR_B_A(diffuseColor));
4104 }
4105
4106 static void WINE_GLAPI specular_d3dcolor(const void *data)
4107 {
4108 DWORD specularColor = *((const DWORD *)data);
4109 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4110 D3DCOLOR_B_G(specularColor),
4111 D3DCOLOR_B_B(specularColor)};
4112
4113 specular_func_3ubv(d);
4114 }
4115
4116 static void WINE_GLAPI warn_no_specular_func(const void *data)
4117 {
4118 WARN("GL_EXT_secondary_color not supported\n");
4119 }
4120
4121 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4122 {
4123 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4124 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4125 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4126 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4127 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4128 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4129 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4130 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4131 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4132 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4133 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4134 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4135 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4136 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4137 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4138 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4139 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4140
4141 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4142 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4143 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4144 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4145 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4146 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4147 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4148 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4149 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4150 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4151 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4152 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4153 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4154 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4155 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4156 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4157 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4158
4159 /* No 4 component entry points here */
4160 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4161 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4162 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4163 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4164 } else {
4165 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4166 }
4167 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4168 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4169 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4170 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4171 } else {
4172 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4173 }
4174 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4175 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4176 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4177 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4178 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4179 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4180 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4181 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4182 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4183 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4184 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4185 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4186
4187 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4188 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4189 */
4190 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4191 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4192 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4193 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4194 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4195 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4196 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4197 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4198 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4199 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4200 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4201 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4202 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4203 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4204 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4205 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4206 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4207
4208 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4209 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4210 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4211 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4212 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4213 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4214 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4215 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4216 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4217 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4218 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4219 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4220 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4221 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4222 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4223 if (GL_SUPPORT(NV_HALF_FLOAT))
4224 {
4225 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4226 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4227 } else {
4228 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4229 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4230 }
4231 }
4232
4233 BOOL InitAdapters(IWineD3DImpl *This)
4234 {
4235 static HMODULE mod_gl;
4236 BOOL ret;
4237 int ps_selected_mode, vs_selected_mode;
4238
4239 /* No need to hold any lock. The calling library makes sure only one thread calls
4240 * wined3d simultaneously
4241 */
4242
4243 TRACE("Initializing adapters\n");
4244
4245 if(!mod_gl) {
4246 #ifdef USE_WIN32_OPENGL
4247 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4248 mod_gl = LoadLibraryA("opengl32.dll");
4249 if(!mod_gl) {
4250 ERR("Can't load opengl32.dll!\n");
4251 goto nogl_adapter;
4252 }
4253 #else
4254 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4255 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4256 mod_gl = GetModuleHandleA("gdi32.dll");
4257 #endif
4258 }
4259
4260 /* Load WGL core functions from opengl32.dll */
4261 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4262 WGL_FUNCS_GEN;
4263 #undef USE_WGL_FUNC
4264
4265 if(!pwglGetProcAddress) {
4266 ERR("Unable to load wglGetProcAddress!\n");
4267 goto nogl_adapter;
4268 }
4269
4270 /* Dynamically load all GL core functions */
4271 GL_FUNCS_GEN;
4272 #undef USE_GL_FUNC
4273
4274 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4275 * otherwise because we have to use winex11.drv's override
4276 */
4277 #ifdef USE_WIN32_OPENGL
4278 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4279 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4280 #else
4281 glFinish = (void*)pwglGetProcAddress("wglFinish");
4282 glFlush = (void*)pwglGetProcAddress("wglFlush");
4283 #endif
4284
4285 glEnableWINE = glEnable;
4286 glDisableWINE = glDisable;
4287
4288 /* For now only one default adapter */
4289 {
4290 struct WineD3DAdapter *adapter = &This->adapters[0];
4291 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4292 int iPixelFormat;
4293 int res;
4294 int i;
4295 WineD3D_PixelFormat *cfgs;
4296 DISPLAY_DEVICEW DisplayDevice;
4297 HDC hdc;
4298
4299 TRACE("Initializing default adapter\n");
4300 adapter->num = 0;
4301 adapter->monitorPoint.x = -1;
4302 adapter->monitorPoint.y = -1;
4303
4304 if (!WineD3D_CreateFakeGLContext()) {
4305 ERR("Failed to get a gl context for default adapter\n");
4306 WineD3D_ReleaseFakeGLContext();
4307 goto nogl_adapter;
4308 }
4309
4310 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4311 if(!ret) {
4312 ERR("Failed to initialize gl caps for default adapter\n");
4313 WineD3D_ReleaseFakeGLContext();
4314 goto nogl_adapter;
4315 }
4316 ret = initPixelFormats(&adapter->gl_info);
4317 if(!ret) {
4318 ERR("Failed to init gl formats\n");
4319 WineD3D_ReleaseFakeGLContext();
4320 goto nogl_adapter;
4321 }
4322
4323 hdc = pwglGetCurrentDC();
4324 if(!hdc) {
4325 ERR("Failed to get gl HDC\n");
4326 WineD3D_ReleaseFakeGLContext();
4327 goto nogl_adapter;
4328 }
4329
4330 adapter->driver = "Display";
4331 adapter->description = "Direct3D HAL";
4332
4333 /* Use the VideoRamSize registry setting when set */
4334 if(wined3d_settings.emulated_textureram)
4335 adapter->TextureRam = wined3d_settings.emulated_textureram;
4336 else
4337 adapter->TextureRam = adapter->gl_info.vidmem;
4338 adapter->UsedTextureRam = 0;
4339 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4340
4341 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4342 DisplayDevice.cb = sizeof(DisplayDevice);
4343 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4344 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4345 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4346
4347 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4348 {
4349 int attribute;
4350 int attribs[10];
4351 int values[10];
4352 int nAttribs = 0;
4353
4354 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4355 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4356
4357 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4358 cfgs = adapter->cfgs;
4359 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4360 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4361 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4362 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4363 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4364 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4365 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4366 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4367 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4368 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4369
4370 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4371 {
4372 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4373
4374 if(!res)
4375 continue;
4376
4377 /* Cache the pixel format */
4378 cfgs->iPixelFormat = iPixelFormat;
4379 cfgs->redSize = values[0];
4380 cfgs->greenSize = values[1];
4381 cfgs->blueSize = values[2];
4382 cfgs->alphaSize = values[3];
4383 cfgs->depthSize = values[4];
4384 cfgs->stencilSize = values[5];
4385 cfgs->windowDrawable = values[6];
4386 cfgs->iPixelType = values[7];
4387 cfgs->doubleBuffer = values[8];
4388 cfgs->auxBuffers = values[9];
4389
4390 cfgs->pbufferDrawable = FALSE;
4391 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4392 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4393 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4394 int value;
4395 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4396 cfgs->pbufferDrawable = value;
4397 }
4398
4399 cfgs->numSamples = 0;
4400 /* Check multisample support */
4401 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4402 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4403 int value[2];
4404 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4405 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4406 * value[1] = number of multi sample buffers*/
4407 if(value[0])
4408 cfgs->numSamples = value[1];
4409 }
4410 }
4411
4412 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);
4413 cfgs++;
4414 }
4415 }
4416 else
4417 {
4418 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4419 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4420 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4421
4422 cfgs = adapter->cfgs;
4423 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4424 {
4425 PIXELFORMATDESCRIPTOR ppfd;
4426
4427 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4428 if(!res)
4429 continue;
4430
4431 /* We only want HW acceleration using an OpenGL ICD driver.
4432 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4433 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4434 */
4435 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4436 {
4437 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4438 continue;
4439 }
4440
4441 cfgs->iPixelFormat = iPixelFormat;
4442 cfgs->redSize = ppfd.cRedBits;
4443 cfgs->greenSize = ppfd.cGreenBits;
4444 cfgs->blueSize = ppfd.cBlueBits;
4445 cfgs->alphaSize = ppfd.cAlphaBits;
4446 cfgs->depthSize = ppfd.cDepthBits;
4447 cfgs->stencilSize = ppfd.cStencilBits;
4448 cfgs->pbufferDrawable = 0;
4449 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4450 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4451 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4452 cfgs->auxBuffers = ppfd.cAuxBuffers;
4453 cfgs->numSamples = 0;
4454
4455 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);
4456 cfgs++;
4457 adapter->nCfgs++;
4458 }
4459
4460 /* 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 */
4461 if(!adapter->nCfgs)
4462 {
4463 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4464
4465 WineD3D_ReleaseFakeGLContext();
4466 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4467 goto nogl_adapter;
4468 }
4469 }
4470
4471 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4472 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4473 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4474 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4475 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4476 * driver is allowed to consume more bits EXCEPT for stencil bits.
4477 *
4478 * Mark an adapter with this broken stencil behavior.
4479 */
4480 adapter->brokenStencil = TRUE;
4481 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4482 {
4483 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4484 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4485 adapter->brokenStencil = FALSE;
4486 break;
4487 }
4488 }
4489
4490 fixup_extensions(&adapter->gl_info);
4491 add_gl_compat_wrappers(&adapter->gl_info);
4492
4493 WineD3D_ReleaseFakeGLContext();
4494
4495 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4496 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4497 fillGLAttribFuncs(&adapter->gl_info);
4498 adapter->opengl = TRUE;
4499 }
4500 This->adapter_count = 1;
4501 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4502
4503 return TRUE;
4504
4505 nogl_adapter:
4506 /* Initialize an adapter for ddraw-only memory counting */
4507 memset(This->adapters, 0, sizeof(This->adapters));
4508 This->adapters[0].num = 0;
4509 This->adapters[0].opengl = FALSE;
4510 This->adapters[0].monitorPoint.x = -1;
4511 This->adapters[0].monitorPoint.y = -1;
4512
4513 This->adapters[0].driver = "Display";
4514 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4515 if(wined3d_settings.emulated_textureram) {
4516 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4517 } else {
4518 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4519 }
4520
4521 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4522
4523 This->adapter_count = 1;
4524 return FALSE;
4525 }
4526
4527 /**********************************************************
4528 * IWineD3D VTbl follows
4529 **********************************************************/
4530
4531 const IWineD3DVtbl IWineD3D_Vtbl =
4532 {
4533 /* IUnknown */
4534 IWineD3DImpl_QueryInterface,
4535 IWineD3DImpl_AddRef,
4536 IWineD3DImpl_Release,
4537 /* IWineD3D */
4538 IWineD3DImpl_GetParent,
4539 IWineD3DImpl_GetAdapterCount,
4540 IWineD3DImpl_RegisterSoftwareDevice,
4541 IWineD3DImpl_GetAdapterMonitor,
4542 IWineD3DImpl_GetAdapterModeCount,
4543 IWineD3DImpl_EnumAdapterModes,
4544 IWineD3DImpl_GetAdapterDisplayMode,
4545 IWineD3DImpl_GetAdapterIdentifier,
4546 IWineD3DImpl_CheckDeviceMultiSampleType,
4547 IWineD3DImpl_CheckDepthStencilMatch,
4548 IWineD3DImpl_CheckDeviceType,
4549 IWineD3DImpl_CheckDeviceFormat,
4550 IWineD3DImpl_CheckDeviceFormatConversion,
4551 IWineD3DImpl_GetDeviceCaps,
4552 IWineD3DImpl_CreateDevice
4553 };