/*
- * IWineD3D implementation
- *
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
- * Copyright 2009 Henri Verbeet for CodeWeavers
+ * Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
-#include "config.h"
-#include <stdio.h>
#include "wined3d_private.h"
+#include <wine/unicode.h>
+
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
#define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
+#define DEFAULT_REFRESH_RATE 0
+
+/* The driver names reflect the lowest GPU supported
+ * by a certain driver, so DRIVER_AMD_R300 supports
+ * R3xx, R4xx and R5xx GPUs. */
+enum wined3d_display_driver
+{
+ DRIVER_AMD_RAGE_128PRO,
+ DRIVER_AMD_R100,
+ DRIVER_AMD_R300,
+ DRIVER_AMD_R600,
+ DRIVER_INTEL_GMA800,
+ DRIVER_INTEL_GMA900,
+ DRIVER_INTEL_GMA950,
+ DRIVER_INTEL_GMA3000,
+ DRIVER_NVIDIA_TNT,
+ DRIVER_NVIDIA_GEFORCE2MX,
+ DRIVER_NVIDIA_GEFORCEFX,
+ DRIVER_NVIDIA_GEFORCE6,
+ DRIVER_UNKNOWN
+};
+
+enum wined3d_driver_model
+{
+ DRIVER_MODEL_WIN9X,
+ DRIVER_MODEL_NT40,
+ DRIVER_MODEL_NT5X,
+ DRIVER_MODEL_NT6X
+};
+
+enum wined3d_gl_vendor
+{
+ GL_VENDOR_UNKNOWN,
+ GL_VENDOR_APPLE,
+ GL_VENDOR_FGLRX,
+ GL_VENDOR_INTEL,
+ GL_VENDOR_MESA,
+ GL_VENDOR_NVIDIA,
+};
/* The d3d device ID */
static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
/* Extension detection */
-static const struct {
+struct wined3d_extension_map
+{
const char *extension_string;
- GL_SupportedExt extension;
- DWORD version;
-} EXTENSION_MAP[] = {
+ enum wined3d_gl_extension extension;
+};
+
+static const struct wined3d_extension_map gl_extension_map[] =
+{
/* APPLE */
- {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
- {"GL_APPLE_fence", APPLE_FENCE, 0 },
- {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
- {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
- {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
- {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
+ {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE },
+ {"GL_APPLE_fence", APPLE_FENCE },
+ {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
+ {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
+ {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
/* ARB */
- {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
- {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
- {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
- {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
- {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
- {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
- {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
- {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
- {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
- {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
- {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
- {"GL_ARB_imaging", ARB_IMAGING, 0 },
- {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
- {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
- {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
- {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
- {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
- {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
- {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
- {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
- {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
- {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
- {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
- {"GL_ARB_shadow", ARB_SHADOW, 0 },
- {"GL_ARB_sync", ARB_SYNC, 0 },
- {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
- {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
- {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
- {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
- {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
- {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
- {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
- {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
- {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
- {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
- {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
- {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
- {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
- {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
- {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
- {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
- {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
+ {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
+ {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
+ {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
+ {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
+ {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
+ {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
+ {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
+ {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
+ {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
+ {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
+ {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
+ {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
+ {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
+ {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
+ {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
+ {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS, },
+ {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2, },
+ {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
+ {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
+ {"GL_ARB_multisample", ARB_MULTISAMPLE }, /* needs GLX_ARB_MULTISAMPLE as well */
+ {"GL_ARB_multitexture", ARB_MULTITEXTURE },
+ {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
+ {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
+ {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
+ {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
+ {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
+ {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
+ {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS },
+ {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
+ {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
+ {"GL_ARB_shadow", ARB_SHADOW },
+ {"GL_ARB_sync", ARB_SYNC },
+ {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
+ {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
+ {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
+ {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
+ {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD },
+ {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
+ {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
+ {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
+ {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
+ {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
+ {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
+ {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
+ {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
+ {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND },
+ {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
+ {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
+ {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
/* ATI */
- {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
- {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
- {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
- {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
- {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
+ {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
+ {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
+ {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
+ {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
+ {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
/* EXT */
- {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
- {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
- {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
- {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
- {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
- {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
- {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
- {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
- {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
- {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
- {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
- {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
- {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
- {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
- {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
- {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
- {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
- {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
- {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
- {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
- {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
- {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
- {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
- {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
- {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
- {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
- {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
- {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
- {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
+ {"GL_EXT_blend_color", EXT_BLEND_COLOR },
+ {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
+ {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
+ {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
+ {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
+ {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
+ {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
+ {"GL_EXT_fog_coord", EXT_FOG_COORD },
+ {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
+ {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
+ {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
+ {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
+ {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
+ {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
+ {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
+ {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
+ {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
+ {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
+ {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
+ {"GL_EXT_texture3D", EXT_TEXTURE3D },
+ {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
+ {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
+ {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD },
+ {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
+ {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
+ {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
+ {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
+ {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
+ {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
+ {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA },
/* NV */
- {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
- {"GL_NV_fence", NV_FENCE, 0 },
- {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
- {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
- {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
- {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
- {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
- {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
- {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
- {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
- {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
- {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
- {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
- {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
- {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
- {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
- {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
- {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
- {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
- {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
+ {"GL_NV_depth_clamp", NV_DEPTH_CLAMP },
+ {"GL_NV_fence", NV_FENCE },
+ {"GL_NV_fog_distance", NV_FOG_DISTANCE },
+ {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
+ {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
+ {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
+ {"GL_NV_half_float", NV_HALF_FLOAT },
+ {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
+ {"GL_NV_point_sprite", NV_POINT_SPRITE },
+ {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
+ {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
+ {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
+ {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
+ {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
+ {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
+ {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
+ {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
+ {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
+ {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
+ {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
/* SGI */
- {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
+ {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP },
+};
+
+static const struct wined3d_extension_map wgl_extension_map[] =
+{
+ {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
+ {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
+ {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
};
/**********************************************************
GL_NEAREST, GL_NEAREST, GL_NEAREST,
};
-/* drawStridedSlow attributes */
-glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
-glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
-glAttribFunc specular_func_3ubv;
-glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
-glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
-glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
-
-/**
- * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
- * i.e., there is no GL Context - Get a default rendering context to enable the
- * function query some info from GL.
- */
-
struct wined3d_fake_gl_ctx
{
HDC dc;
HGLRC restore_gl_ctx;
};
-static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
+static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
{
- TRACE_(d3d_caps)("Destroying fake GL context.\n");
+ TRACE("Destroying fake GL context.\n");
- if (!pwglMakeCurrent(NULL, NULL))
- {
- ERR_(d3d_caps)("Failed to disable fake GL context.\n");
- }
-#if 0
- if (!pwglDeleteContext(ctx->gl_ctx))
+ if (!wglMakeCurrent(NULL, NULL))
+ ERR("Failed to disable fake GL context.\n");
+
+ if (!wglDeleteContext(ctx->gl_ctx))
{
DWORD err = GetLastError();
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
}
-#endif
+
ReleaseDC(ctx->wnd, ctx->dc);
DestroyWindow(ctx->wnd);
- if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
+ if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
+ ERR("Failed to restore previous GL context.\n");
+}
+
+static void wined3d_create_fake_gl_context_attribs(struct wined3d_fake_gl_ctx *fake_gl_ctx,
+ struct wined3d_gl_info *gl_info, const GLint *ctx_attribs)
+{
+ HGLRC new_ctx;
+
+ if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
+ return;
+
+ if (!(new_ctx = gl_info->p_wglCreateContextAttribsARB(fake_gl_ctx->dc, NULL, ctx_attribs)))
+ {
+ ERR("Failed to create a context using wglCreateContextAttribsARB(), last error %#x.\n", GetLastError());
+ gl_info->p_wglCreateContextAttribsARB = NULL;
+ return;
+ }
+
+ if (!wglMakeCurrent(fake_gl_ctx->dc, new_ctx))
{
- ERR_(d3d_caps)("Failed to restore previous GL context.\n");
+ ERR("Failed to make new context current, last error %#x.\n", GetLastError());
+ if (!wglDeleteContext(new_ctx))
+ ERR("Failed to delete new context, last error %#x.\n", GetLastError());
+ gl_info->p_wglCreateContextAttribsARB = NULL;
+ return;
}
+
+ if (!wglDeleteContext(fake_gl_ctx->gl_ctx))
+ ERR("Failed to delete old context, last error %#x.\n", GetLastError());
+ fake_gl_ctx->gl_ctx = new_ctx;
}
/* Do not call while under the GL lock. */
TRACE("getting context...\n");
- ctx->restore_dc = pwglGetCurrentDC();
- ctx->restore_gl_ctx = pwglGetCurrentContext();
+ ctx->restore_dc = wglGetCurrentDC();
+ ctx->restore_gl_ctx = wglGetCurrentContext();
/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
if (!ctx->wnd)
{
- ERR_(d3d_caps)("Failed to create a window.\n");
+ ERR("Failed to create a window.\n");
goto fail;
}
ctx->dc = GetDC(ctx->wnd);
if (!ctx->dc)
{
- ERR_(d3d_caps)("Failed to get a DC.\n");
+ ERR("Failed to get a DC.\n");
goto fail;
}
pfd.cColorBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
- iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
- if (!iPixelFormat)
+ if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
{
/* If this happens something is very wrong as ChoosePixelFormat barely fails. */
- ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
+ ERR("Failed to find a suitable pixel format.\n");
goto fail;
}
DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
/* Create a GL context. */
- ctx->gl_ctx = pwglCreateContext(ctx->dc);
- if (!ctx->gl_ctx)
+ if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
{
- WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
+ WARN("Failed to create default context for capabilities initialization.\n");
goto fail;
}
/* Make it the current GL context. */
- if (!context_set_current(NULL))
- {
- ERR_(d3d_caps)("Failed to clear current D3D context.\n");
- }
-
- if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
+ if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
{
- ERR_(d3d_caps)("Failed to make fake GL context current.\n");
+ ERR("Failed to make fake GL context current.\n");
goto fail;
}
return TRUE;
fail:
- if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
+ if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
ctx->gl_ctx = NULL;
if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
ctx->dc = NULL;
if (ctx->wnd) DestroyWindow(ctx->wnd);
ctx->wnd = NULL;
- if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
- {
- ERR_(d3d_caps)("Failed to restore previous GL context.\n");
- }
+ if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
+ ERR("Failed to restore previous GL context.\n");
return FALSE;
}
/* Adjust the amount of used texture memory */
-unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
+unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
{
- struct wined3d_adapter *adapter = device->adapter;
-
- adapter->UsedTextureRam += glram;
- TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
+ adapter->UsedTextureRam += amount;
+ TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
return adapter->UsedTextureRam;
}
HeapFree(GetProcessHeap(), 0, adapter->cfgs);
}
-/**********************************************************
- * IUnknown parts follows
- **********************************************************/
-
-static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
+ULONG CDECL wined3d_incref(struct wined3d *wined3d)
{
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-
- TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
- if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IWineD3DBase)
- || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
- IUnknown_AddRef(iface);
- *ppobj = This;
- return S_OK;
- }
- *ppobj = NULL;
- return E_NOINTERFACE;
-}
+ ULONG refcount = InterlockedIncrement(&wined3d->ref);
-static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- ULONG refCount = InterlockedIncrement(&This->ref);
+ TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
- TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
- return refCount;
+ return refcount;
}
-static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- ULONG ref;
- TRACE("(%p) : Releasing from %d\n", This, This->ref);
- ref = InterlockedDecrement(&This->ref);
+ULONG CDECL wined3d_decref(struct wined3d *wined3d)
+{
+ ULONG refcount = InterlockedDecrement(&wined3d->ref);
+
+ TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
- if (!ref)
+ if (!refcount)
{
unsigned int i;
- for (i = 0; i < This->adapter_count; ++i)
+ for (i = 0; i < wined3d->adapter_count; ++i)
{
- wined3d_adapter_cleanup(&This->adapters[i]);
+ wined3d_adapter_cleanup(&wined3d->adapters[i]);
}
- HeapFree(GetProcessHeap(), 0, This);
+ HeapFree(GetProcessHeap(), 0, wined3d);
}
- return ref;
+ return refcount;
}
-/**********************************************************
- * IWineD3D parts follows
- **********************************************************/
-
-/* GL locking is done by the caller */
-static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
+/* Context activation is done by the caller. */
+static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
{
GLuint prog;
BOOL ret = FALSE;
"MOV result.position, C[A0.x + 65];\n"
"END\n";
- while(glGetError());
+ while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog) {
ERR("Failed to create an ARB offset limit test program\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
- if (glGetError())
+ if (gl_info->gl_ops.gl.p_glGetError())
{
TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
- TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
} else TRACE("OpenGL implementation allows offsets > 63\n");
return ret;
}
-static DWORD ver_for_ext(GL_SupportedExt ext)
-{
- unsigned int i;
- for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
- if(EXTENSION_MAP[i].extension == ext) {
- return EXTENSION_MAP[i].version;
- }
- }
- return 0;
-}
-
-static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
- if (card_vendor != HW_VENDOR_ATI) return FALSE;
- if (device == CARD_ATI_RADEON_9500) return TRUE;
- if (device == CARD_ATI_RADEON_X700) return TRUE;
- if (device == CARD_ATI_RADEON_X1600) return TRUE;
+ if (card_vendor != HW_VENDOR_AMD) return FALSE;
+ if (device == CARD_AMD_RADEON_9500) return TRUE;
+ if (device == CARD_AMD_RADEON_X700) return TRUE;
+ if (device == CARD_AMD_RADEON_X1600) return TRUE;
return FALSE;
}
/* No PBO -> No point in testing them. */
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
- ENTER_GL();
+ while (gl_info->gl_ops.gl.p_glGetError());
+ gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
- while (glGetError());
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
checkGLcall("Specifying the PBO test texture");
GL_EXTCALL(glGenBuffersARB(1, &pbo));
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
checkGLcall("Specifying the PBO test pbo");
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+ gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("Loading the PBO test texture");
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
- LEAVE_GL();
- wglFinish(); /* just to be sure */
+ gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
memset(check, 0, sizeof(check));
- ENTER_GL();
- glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
checkGLcall("Reading back the PBO test texture");
- glDeleteTextures(1, &texture);
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
checkGLcall("PBO test cleanup");
- LEAVE_GL();
-
if (memcmp(check, pattern, sizeof(check)))
{
- WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
- WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
+ WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
+ "Disabling PBOs. This may result in slower performance.\n");
gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
}
else
{
- TRACE_(d3d_caps)("PBO test successful.\n");
+ TRACE("PBO test successful.\n");
}
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
- if (card_vendor != HW_VENDOR_ATI) return FALSE;
- if (device == CARD_ATI_RADEON_X1600) return FALSE;
+ if (card_vendor != HW_VENDOR_AMD) return FALSE;
+ if (device == CARD_AMD_RADEON_X1600) return FALSE;
return TRUE;
}
-static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
- enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
-{
- return gl_vendor == GL_VENDOR_FGLRX;
-
-}
-
static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return gl_info->limits.glsl_varyings > 44;
}
+static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+ enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
+{
+ return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
+}
+
/* A GL context is provided by the caller */
static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
GLenum error;
DWORD data[16];
- if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
+ if (!gl_info->supported[EXT_SECONDARY_COLOR])
+ return FALSE;
- ENTER_GL();
- while(glGetError());
+ while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
- error = glGetError();
- LEAVE_GL();
+ error = gl_info->gl_ops.gl.p_glGetError();
- if(error == GL_NO_ERROR)
+ if (error == GL_NO_ERROR)
{
TRACE("GL Implementation accepts 4 component specular color pointers\n");
return TRUE;
}
}
-static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
- enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
-{
- if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
- return gl_info->supported[NV_TEXTURE_SHADER];
-}
-
/* A GL context is provided by the caller */
static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
- ENTER_GL();
- while(glGetError());
+ while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog)
{
ERR("Failed to create the NVvp clip test program\n");
- LEAVE_GL();
return FALSE;
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
if(pos != -1)
{
WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
- TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+ TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
- while(glGetError());
+ while (gl_info->gl_ops.gl.p_glGetError());
}
else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
- LEAVE_GL();
return ret;
}
memset(data, 0xcc, sizeof(data));
- ENTER_GL();
-
- glGenTextures(1, &tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+ gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
checkGLcall("glCheckFramebufferStatus");
memset(data, 0x11, sizeof(data));
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
+ gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glTexSubImage2D");
- glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
- glClear(GL_COLOR_BUFFER_BIT);
+ gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
+ gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
- glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
- glDeleteTextures(1, &tex);
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
- LEAVE_GL();
-
return *(DWORD *)data == 0x11111111;
}
-static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
+/* Context activation is done by the caller. */
+static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+ enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
- TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
- gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
- TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
- gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
+ /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
+ * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
+ GLuint tex;
+ GLint size;
+
+ gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
+ checkGLcall("glTexImage2D");
+
+ gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
+ checkGLcall("glGetTexLevelParameteriv");
+ TRACE("Real color depth is %d\n", size);
+
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
+ checkGLcall("glBindTexture");
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
+ checkGLcall("glDeleteTextures");
+
+ return size < 16;
}
-static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
+static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+ enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
- quirk_arb_constants(gl_info);
- /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
- * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
- * allow 48 different offsets or other helper immediate values. */
- TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
- gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
+ return gl_vendor == GL_VENDOR_FGLRX;
}
-/* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
- * on more than one texture unit. This means that the d3d9 visual point size test will cause a
- * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
- * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
- * most games, but avoids the crash
- *
- * A more sophisticated way would be to find all units that need texture coordinates and enable
- * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
- * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
- *
- * Note that disabling the extension entirely does not gain predictability because there is no point
- * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
-static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
+static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+ enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
+{
+ if (card_vendor != HW_VENDOR_AMD) return FALSE;
+ if (device == CARD_AMD_RADEON_8500) return TRUE;
+ return FALSE;
+}
+
+static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+ enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
- if (gl_info->supported[ARB_POINT_SPRITE])
+ DWORD data[4];
+ GLuint tex, fbo;
+ GLenum status;
+ float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
+ GLuint prog;
+ GLint err_pos;
+ static const char *program_code =
+ "!!ARBfp1.0\n"
+ "OPTION ARB_fog_linear;\n"
+ "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
+ "END\n";
+
+ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ return FALSE;
+ if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ return FALSE;
+
+ gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+ checkGLcall("glTexImage2D");
+
+ gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
+ gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
+ checkGLcall("glFramebufferTexture2D");
+
+ status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
+ checkGLcall("glCheckFramebufferStatus");
+
+ gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
+ gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
+ checkGLcall("glClear");
+ gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
+ checkGLcall("glViewport");
+
+ gl_info->gl_ops.gl.p_glEnable(GL_FOG);
+ gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
+ gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
+ gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
+ gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
+ gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
+ checkGLcall("fog setup");
+
+ GL_EXTCALL(glGenProgramsARB(1, &prog));
+ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
+ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+ strlen(program_code), program_code));
+ gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
+ checkGLcall("Test fragment program setup");
+
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
+ if (err_pos != -1)
{
- TRACE("Limiting point sprites to one texture unit.\n");
- gl_info->limits.point_sprite_units = 1;
+ const char *error_str;
+ error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
+ FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
}
+
+ gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
+ gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
+ gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
+ gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
+ gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
+ gl_info->gl_ops.gl.p_glEnd();
+ checkGLcall("ARBfp fog test draw");
+
+ gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
+ checkGLcall("glGetTexImage");
+ data[0] &= 0x00ffffff;
+ data[1] &= 0x00ffffff;
+ data[2] &= 0x00ffffff;
+ data[3] &= 0x00ffffff;
+
+ gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
+
+ gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
+ gl_info->gl_ops.gl.p_glDisable(GL_FOG);
+ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
+ gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
+ GL_EXTCALL(glDeleteProgramsARB(1, &prog));
+ checkGLcall("ARBfp fog test teardown");
+
+ TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
+ return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
}
-static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
+static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
{
- quirk_arb_constants(gl_info);
+ /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
+ * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
+ * allow 48 different offsets or other helper immediate values. */
+ TRACE("Reserving 12 GLSL constants for compiler private use.\n");
+ gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
+}
+static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
+{
/* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
* these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
* If real NP2 textures are used, the driver falls back to software. We could just remove the
- * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
+ * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
* due to the non-normalized texture coordinates. Thus set an internal extension flag,
* GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
* as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
}
-
- /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
- * it is generally more efficient. Reserve just 8 constants. */
- TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
- gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
}
static void quirk_no_np2(struct wined3d_gl_info *gl_info)
*
* Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
* triggering the software fallback. There is not much we can do here apart from disabling the
- * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
- * in IWineD3DImpl_FillGLCaps).
+ * software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
+ * in wined3d_adapter_init_gl_caps).
* This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
* post-processing effects in the game "Max Payne 2").
* The behaviour can be verified through a simple test app attached in bugreport #14724. */
gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
}
-static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
-{
- gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
- gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
-}
-
static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
}
+static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
+{
+ gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
+}
+
+static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
+{
+ gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
+}
+
+static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
+{
+ /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
+ selected texture formats. They are apparently the only DX9 class GPUs
+ supporting VTF.
+ Also, DX9-era GPUs are somewhat limited with float textures
+ filtering and blending. */
+ gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
+}
+
+static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
+{
+ /* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on)
+ * loads some fog parameters (start, end, exponent, but not the color) into the
+ * program.
+ *
+ * Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0,
+ * and it is the responsibility of the vertex pipeline to handle non-linear fog and
+ * linear fog with start and end other than 0.0 and 1.0. */
+ TRACE("Reserving 1 ARB constant for compiler private use.\n");
+ gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
+}
+
+static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
+{
+ gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
+}
+
struct driver_quirk
{
BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
static const struct driver_quirk quirk_table[] =
{
{
- match_ati_r300_to_500,
- quirk_ati_dx9,
- "ATI GLSL constant and normalized texrect quirk"
+ match_amd_r300_to_500,
+ quirk_amd_dx9,
+ "AMD normalized texrect quirk"
},
- /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
- * used it falls back to software. While the compiler can detect if the shader uses all declared
- * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
- * using relative addressing falls back to software.
- *
- * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
{
match_apple,
quirk_apple_glsl_constants,
quirk_texcoord_w,
"Init texcoord .w for Apple ATI >= r600 GPU driver"
},
- {
- match_fglrx,
- quirk_one_point_sprite,
- "Fglrx point sprite crash workaround"
- },
{
match_dx10_capable,
quirk_clip_varying,
quirk_allows_specular_alpha,
"Allow specular alpha quirk"
},
- {
- /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
- * (rdar://5682521).
- */
- match_apple_nvts,
- quirk_apple_nvts,
- "Apple NV_texture_shader disable"
- },
{
match_broken_nv_clip,
quirk_disable_nvvp_clip,
quirk_fbo_tex_update,
"FBO rebind for attachment updates"
},
+ {
+ match_broken_rgba16,
+ quirk_broken_rgba16,
+ "True RGBA16 is not available"
+ },
+ {
+ match_fglrx,
+ quirk_infolog_spam,
+ "Not printing GLSL infolog"
+ },
+ {
+ match_not_dx10_capable,
+ quirk_limited_tex_filtering,
+ "Texture filtering, blending and VTF support is limited"
+ },
+ {
+ match_r200,
+ quirk_r200_constants,
+ "r200 vertex shader constants"
+ },
+ {
+ match_broken_arb_fog,
+ quirk_broken_arb_fog,
+ "ARBfp fogstart == fogend workaround"
+ },
};
/* Certain applications (Steam) complain if we report an outdated driver version. In general,
/* The driver version table contains driver information for different devices on several OS versions. */
static const struct driver_version_information driver_version_table[] =
{
- /* ATI
+ /* AMD
* - Radeon HD2x00 (R600) and up supported by current drivers.
- * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
- * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
- * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
- {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
- {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
- {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
- {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
- {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
- {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
+ * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
+ * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
+ * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
+ {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
+ {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
+ {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
+ {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
+ {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
+ {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
/* Intel
* The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
{DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
{DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
{DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
- {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
- {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
+ {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
+ {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
};
struct gpu_description
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9300, "NVIDIA GeForce 9300", DRIVER_NVIDIA_GEFORCE6, 256 },
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_315M, "NVIDIA GeForce 315M", DRIVER_NVIDIA_GEFORCE6, 512 },
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE6, 256},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_410M, "NVIDIA GeForce 410M", DRIVER_NVIDIA_GEFORCE6, 512},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE6, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
- /* ATI cards */
- {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
- {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE6, 2048},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE6, 2048},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE6, 2048},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE6, 2048},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE6, 3072},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE6, 2048},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE6, 3072},
+ {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770, "NVIDIA GeForce GTX 770", DRIVER_NVIDIA_GEFORCE6, 2048},
+
+ /* AMD cards */
+ {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4200M, "ATI Mobility Radeon HD 4200", DRIVER_AMD_R600, 256 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 },
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7700, "AMD Radeon HD 7700 Series", DRIVER_AMD_R600, 1024},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7800, "AMD Radeon HD 7800 Series", DRIVER_AMD_R600, 2048},
+ {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048},
/* Intel cards */
- {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
- {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
- {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
- {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
- {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
- {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
- {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
+ {HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
+ {HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
+ {HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 },
+ {HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
+ {HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
+ {HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128},
+ {HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128},
+ {HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128},
+ {HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
+ {HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128},
+ {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512},
+ {HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512},
+ {HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512},
+ {HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512},
+ {HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512},
+ {HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512},
+ {HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) Ironlake Desktop", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) Ironlake Mobile", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) Sandybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) Sandybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) Sandybridge Server", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) Ivybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) Ivybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
+ {HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) Ivybridge Server", DRIVER_INTEL_GMA3000, 1024},
};
static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
if (entry->driver == driver && entry->driver_model == driver_model)
{
- TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
- entry->driver_name, entry->version, entry->subversion, entry->build);
-
+ TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
+ entry->driver_name, entry->version, entry->subversion, entry->build);
return entry;
}
}
if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
{
- TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
+ TRACE("Overriding PCI vendor ID with 0x%04x.\n", wined3d_settings.pci_vendor_id);
vendor = wined3d_settings.pci_vendor_id;
}
driver_info->vendor = vendor;
if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
{
- TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
+ TRACE("Overriding PCI device ID with 0x%04x.\n", wined3d_settings.pci_device_id);
device = wined3d_settings.pci_device_id;
}
driver_info->device = device;
driver_os_version = 7;
driver_model = DRIVER_MODEL_NT6X;
}
+ else if (os_version.dwMinorVersion == 1)
+ {
+ driver_os_version = 8;
+ driver_model = DRIVER_MODEL_NT6X;
+ }
else
{
- if (os_version.dwMinorVersion > 1)
+ if (os_version.dwMinorVersion > 2)
{
- FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
+ FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
}
- driver_os_version = 8;
+ driver_os_version = 9;
driver_model = DRIVER_MODEL_NT6X;
}
break;
}
/* When we reach this stage we always have a vendor or device id (it can be a default one).
- * This means that unless the ids are overriden, we will always find a GPU description. */
+ * This means that unless the ids are overridden, we will always find a GPU description. */
for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
{
if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
{
- TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
+ TRACE("Found card %04x:%04x in driver DB.\n", vendor, device);
driver_info->description = gpu_description_table[i].description;
driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
if (wined3d_settings.emulated_textureram)
{
- TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
+ TRACE("Overriding amount of video memory with %u bytes.\n", wined3d_settings.emulated_textureram);
driver_info->vidmem = wined3d_settings.emulated_textureram;
}
}
}
- TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
+ TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
driver_info->version_high, driver_info->version_low);
}
for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
{
if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
- TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
+ TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
quirk_table[i].apply(gl_info);
}
int major, minor;
major = atoi(ptr);
- if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
+ if (major <= 0)
+ ERR("Invalid OpenGL major version %d.\n", major);
while (isdigit(*ptr)) ++ptr;
- if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
+ if (*ptr++ != '.')
+ ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
minor = atoi(ptr);
- TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
+ TRACE("Found OpenGL version %d.%d.\n", major, minor);
return MAKEDWORD_VERSION(major, minor);
}
-static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
+static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
+ const char *gl_vendor_string, const char *gl_renderer)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* DirectDraw, not OpenGL. */
if (gl_info->supported[APPLE_FENCE]
&& gl_info->supported[APPLE_CLIENT_STORAGE]
- && gl_info->supported[APPLE_FLUSH_RENDER]
&& gl_info->supported[APPLE_YCBCR_422])
return GL_VENDOR_APPLE;
return GL_VENDOR_INTEL;
if (strstr(gl_vendor_string, "Mesa")
+ || strstr(gl_vendor_string, "X.Org")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "DRI R300 Project")
- || strstr(gl_vendor_string, "X.Org R300 Project")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc.")
|| strstr(gl_renderer, "Mesa")
|| strstr(gl_renderer, "Gallium"))
return GL_VENDOR_MESA;
- FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
+ FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
debugstr_a(gl_vendor_string));
return GL_VENDOR_UNKNOWN;
static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
{
- if (strstr(gl_vendor_string, "NVIDIA"))
+ if (strstr(gl_vendor_string, "NVIDIA")
+ || strstr(gl_vendor_string, "Nouveau")
+ || strstr(gl_vendor_string, "nouveau"))
return HW_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "X.Org R300 Project")
+ || strstr(gl_renderer, "AMD")
|| strstr(gl_renderer, "R100")
|| strstr(gl_renderer, "R200")
|| strstr(gl_renderer, "R300")
|| strstr(gl_renderer, "R600")
|| strstr(gl_renderer, "R700"))
- return HW_VENDOR_ATI;
+ return HW_VENDOR_AMD;
if (strstr(gl_vendor_string, "Intel(R)")
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
|| strstr(gl_renderer, "Intel")
+ || strstr(gl_renderer, "i915")
|| strstr(gl_vendor_string, "Intel Inc."))
return HW_VENDOR_INTEL;
if (strstr(gl_vendor_string, "Mesa")
+ || strstr(gl_vendor_string, "Brian Paul")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc."))
return HW_VENDOR_SOFTWARE;
- FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
+ FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
return HW_VENDOR_NVIDIA;
}
+static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
+{
+ UINT level = 0;
+ if (gl_info->supported[ARB_MULTITEXTURE])
+ level = 6;
+ if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
+ && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
+ && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
+ level = 7;
+ if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
+ && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
+ level = 8;
+ if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
+ && gl_info->supported[ARB_VERTEX_SHADER])
+ level = 9;
+ if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
+ level = 10;
+
+ return level;
+}
static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
- if (WINE_D3D10_CAPABLE(gl_info))
+ UINT d3d_level = d3d_level_from_gl_info(gl_info);
+ unsigned int i;
+
+ if (d3d_level >= 10)
{
- /* Geforce 400 - highend */
- if (strstr(gl_renderer, "GTX 480"))
+ static const struct
{
- return CARD_NVIDIA_GEFORCE_GTX480;
+ const char *renderer;
+ enum wined3d_pci_device id;
}
-
- /* Geforce 400 - midend high */
- if (strstr(gl_renderer, "GTX 470"))
+ cards[] =
{
- return CARD_NVIDIA_GEFORCE_GTX470;
- }
-
- /* Geforce 400 - midend */
- if (strstr(gl_renderer, "GTX 465"))
+ {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
+ {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
+ {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
+ {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
+ {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
+ {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
+ {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
+ {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
+ {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
+ {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
+ {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
+ {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
+ {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
+ {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
+ {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
+ {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
+ {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
+ {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
+ {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
+ {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
+ {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
+ {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
+ {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
+ {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
+ {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
+ {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
+ {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
+ {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
+ {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
+ {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
+ {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
+ {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
+ {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
+ {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
+ {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
+ {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
+ {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
+ {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
+ {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
+ {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
+ {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
+ {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
+ {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
+ {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
+ {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
+ {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
+ {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
+ {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
+ {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
+ {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
+ {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
+ {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
+ {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
+ {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
+ {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
+ {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
+ {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
+ {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
+ {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
+ {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
+ {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
+ {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
+ {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
+ {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
+ {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
+ {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
+ {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
+ {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
+ {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
+ {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
+ {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
+ {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
+ {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
+ {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
+ {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
+ {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
+ };
+
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
- return CARD_NVIDIA_GEFORCE_GTX465;
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
}
+ return PCI_DEVICE_NONE;
+ }
- /* Geforce 400 - midend */
- if (strstr(gl_renderer, "GTX 460"))
+ /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
+ * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
+ */
+ if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
+ {
+ static const struct
{
- return CARD_NVIDIA_GEFORCE_GTX460;
+ const char *renderer;
+ enum wined3d_pci_device id;
}
-
- /* Geforce 300 highend mobile */
- if (strstr(gl_renderer, "GTS 350M")
- || strstr(gl_renderer, "GTS 360M"))
+ cards[] =
{
- return CARD_NVIDIA_GEFORCE_GTS350M;
- }
-
- /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
- if (strstr(gl_renderer, "GT 325M")
- || strstr(gl_renderer, "GT 330M"))
+ {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
+ {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
+ {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
+ {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
+ {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
+ {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
+ {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
+ {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
+ {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
+ {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
+ {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
+ {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
+ {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
+ };
+
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
- return CARD_NVIDIA_GEFORCE_GT325M;
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
}
+ return PCI_DEVICE_NONE;
+ }
- /* Geforce 200 - highend */
- if (strstr(gl_renderer, "GTX 280")
- || strstr(gl_renderer, "GTX 285")
- || strstr(gl_renderer, "GTX 295"))
+ if (d3d_level >= 9)
+ {
+ /* GeforceFX - highend */
+ if (strstr(gl_renderer, "5800")
+ || strstr(gl_renderer, "5900")
+ || strstr(gl_renderer, "5950")
+ || strstr(gl_renderer, "Quadro FX"))
{
- return CARD_NVIDIA_GEFORCE_GTX280;
+ return CARD_NVIDIA_GEFORCEFX_5800;
}
- /* Geforce 200 - midend high */
- if (strstr(gl_renderer, "GTX 275"))
+ /* GeforceFX - midend */
+ if (strstr(gl_renderer, "5600")
+ || strstr(gl_renderer, "5650")
+ || strstr(gl_renderer, "5700")
+ || strstr(gl_renderer, "5750"))
{
- return CARD_NVIDIA_GEFORCE_GTX275;
+ return CARD_NVIDIA_GEFORCEFX_5600;
}
- /* Geforce 200 - midend */
- if (strstr(gl_renderer, "GTX 260"))
- {
- return CARD_NVIDIA_GEFORCE_GTX260;
- }
- /* Geforce 200 - midend */
- if (strstr(gl_renderer, "GT 240"))
- {
- return CARD_NVIDIA_GEFORCE_GT240;
- }
+ /* GeforceFX - lowend */
+ return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
+ }
- /* Geforce 200 lowend */
- if (strstr(gl_renderer, "GT 220"))
- {
- return CARD_NVIDIA_GEFORCE_GT220;
- }
- /* Geforce 200 lowend (Geforce 305/310 use the same core) */
- if (strstr(gl_renderer, "Geforce 210")
- || strstr(gl_renderer, "G 210")
- || strstr(gl_renderer, "Geforce 305")
- || strstr(gl_renderer, "Geforce 310"))
+ if (d3d_level >= 8)
+ {
+ if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
{
- return CARD_NVIDIA_GEFORCE_210;
+ return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
}
- /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
- if (strstr(gl_renderer, "9800")
- || strstr(gl_renderer, "GTS 150")
- || strstr(gl_renderer, "GTS 250"))
- {
- return CARD_NVIDIA_GEFORCE_9800GT;
- }
+ return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
+ }
- /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
- if (strstr(gl_renderer, "9600")
- || strstr(gl_renderer, "GT 140"))
+ if (d3d_level >= 7)
+ {
+ if (strstr(gl_renderer, "GeForce4 MX"))
{
- return CARD_NVIDIA_GEFORCE_9600GT;
+ return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
}
- /* Geforce9 - midend low / Geforce 200 - low */
- if (strstr(gl_renderer, "9500")
- || strstr(gl_renderer, "GT 120")
- || strstr(gl_renderer, "GT 130"))
+ if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
{
- return CARD_NVIDIA_GEFORCE_9500GT;
+ return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
}
- /* Geforce9 - lowend */
- if (strstr(gl_renderer, "9400"))
+ if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
{
- return CARD_NVIDIA_GEFORCE_9400GT;
+ return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
}
- /* Geforce9 - lowend low */
- if (strstr(gl_renderer, "9100")
- || strstr(gl_renderer, "9200")
- || strstr(gl_renderer, "9300")
- || strstr(gl_renderer, "G 100"))
- {
- return CARD_NVIDIA_GEFORCE_9200;
- }
+ return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
+ }
- /* Geforce8 - highend high*/
- if (strstr(gl_renderer, "8800 GTX"))
- {
- return CARD_NVIDIA_GEFORCE_8800GTX;
- }
+ if (strstr(gl_renderer, "TNT2"))
+ {
+ return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
+ }
- /* Geforce8 - highend */
- if (strstr(gl_renderer, "8800"))
- {
- return CARD_NVIDIA_GEFORCE_8800GTS;
- }
+ return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
+}
- /* Geforce8 - midend mobile */
- if (strstr(gl_renderer, "8600 M"))
- {
- return CARD_NVIDIA_GEFORCE_8600MGT;
- }
-
- /* Geforce8 - midend */
- if (strstr(gl_renderer, "8600")
- || strstr(gl_renderer, "8700"))
- {
- return CARD_NVIDIA_GEFORCE_8600GT;
- }
-
- /* Geforce8 - mid-lowend */
- if (strstr(gl_renderer, "8400")
- || strstr(gl_renderer, "8500"))
- {
- return CARD_NVIDIA_GEFORCE_8400GS;
- }
-
- /* Geforce8 - lowend */
- if (strstr(gl_renderer, "8100")
- || strstr(gl_renderer, "8200")
- || strstr(gl_renderer, "8300"))
- {
- return CARD_NVIDIA_GEFORCE_8300GS;
- }
-
- /* Geforce8-compatible fall back if the GPU is not in the list yet */
- return CARD_NVIDIA_GEFORCE_8300GS;
- }
-
- /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
- * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
- */
- if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
- {
- /* Geforce7 - highend */
- if (strstr(gl_renderer, "7800")
- || strstr(gl_renderer, "7900")
- || strstr(gl_renderer, "7950")
- || strstr(gl_renderer, "Quadro FX 4")
- || strstr(gl_renderer, "Quadro FX 5"))
- {
- return CARD_NVIDIA_GEFORCE_7800GT;
- }
-
- /* Geforce7 midend */
- if (strstr(gl_renderer, "7600")
- || strstr(gl_renderer, "7700"))
- {
- return CARD_NVIDIA_GEFORCE_7600;
- }
-
- /* Geforce7 lower medium */
- if (strstr(gl_renderer, "7400"))
- {
- return CARD_NVIDIA_GEFORCE_7400;
- }
-
- /* Geforce7 lowend */
- if (strstr(gl_renderer, "7300"))
- {
- return CARD_NVIDIA_GEFORCE_7300;
- }
-
- /* Geforce6 highend */
- if (strstr(gl_renderer, "6800"))
- {
- return CARD_NVIDIA_GEFORCE_6800;
- }
-
- /* Geforce6 - midend */
- if (strstr(gl_renderer, "6600")
- || strstr(gl_renderer, "6610")
- || strstr(gl_renderer, "6700"))
- {
- return CARD_NVIDIA_GEFORCE_6600GT;
- }
-
- /* Geforce6/7 lowend */
- return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
- }
-
- if (WINE_D3D9_CAPABLE(gl_info))
- {
- /* GeforceFX - highend */
- if (strstr(gl_renderer, "5800")
- || strstr(gl_renderer, "5900")
- || strstr(gl_renderer, "5950")
- || strstr(gl_renderer, "Quadro FX"))
- {
- return CARD_NVIDIA_GEFORCEFX_5800;
- }
-
- /* GeforceFX - midend */
- if (strstr(gl_renderer, "5600")
- || strstr(gl_renderer, "5650")
- || strstr(gl_renderer, "5700")
- || strstr(gl_renderer, "5750"))
- {
- return CARD_NVIDIA_GEFORCEFX_5600;
- }
-
- /* GeforceFX - lowend */
- return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
- }
-
- if (WINE_D3D8_CAPABLE(gl_info))
- {
- if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
- {
- return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
- }
-
- return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
- }
-
- if (WINE_D3D7_CAPABLE(gl_info))
- {
- if (strstr(gl_renderer, "GeForce4 MX"))
- {
- return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
- }
-
- if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
- {
- return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
- }
-
- if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
- {
- return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
- }
-
- return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
- }
-
- if (strstr(gl_renderer, "TNT2"))
- {
- return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
- }
-
- return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
-}
-
-static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
+static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
+ UINT d3d_level = d3d_level_from_gl_info(gl_info);
+
/* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
*
* Beware: renderer string do not match exact card model,
* eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
- if (WINE_D3D10_CAPABLE(gl_info))
+ if (d3d_level >= 10)
{
- /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
- if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
- || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
- || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
- {
- return CARD_ATI_RADEON_HD5800;
- }
-
- /* Radeon EG JUNIPER XT / LE HD5700 - midend */
- if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
- || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
- || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
- {
- return CARD_ATI_RADEON_HD5700;
- }
-
- /* Radeon R7xx HD4800 - highend */
- if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
- || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
- || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
- || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
- || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
- {
- return CARD_ATI_RADEON_HD4800;
- }
-
- /* Radeon R740 HD4700 - midend */
- if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
- || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
- {
- return CARD_ATI_RADEON_HD4700;
- }
-
- /* Radeon R730 HD4600 - midend */
- if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
- || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
- || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
- {
- return CARD_ATI_RADEON_HD4600;
- }
-
- /* Radeon R710 HD4500/HD4350 - lowend */
- if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
- || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
- {
- return CARD_ATI_RADEON_HD4350;
- }
-
- /* Radeon R6xx HD2900/HD3800 - highend */
- if (strstr(gl_renderer, "HD 2900")
- || strstr(gl_renderer, "HD 3870")
- || strstr(gl_renderer, "HD 3850"))
- {
- return CARD_ATI_RADEON_HD2900;
- }
+ unsigned int i;
- /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
- if (strstr(gl_renderer, "HD 2600")
- || strstr(gl_renderer, "HD 3830")
- || strstr(gl_renderer, "HD 3690")
- || strstr(gl_renderer, "HD 3650"))
+ static const struct
{
- return CARD_ATI_RADEON_HD2600;
+ const char *renderer;
+ enum wined3d_pci_device id;
}
-
- /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
- * Note HD2300=DX9, HD2350=DX10 */
- if (strstr(gl_renderer, "HD 2350")
- || strstr(gl_renderer, "HD 2400")
- || strstr(gl_renderer, "HD 3470")
- || strstr(gl_renderer, "HD 3450")
- || strstr(gl_renderer, "HD 3430")
- || strstr(gl_renderer, "HD 3400"))
+ cards[] =
{
- return CARD_ATI_RADEON_HD2350;
- }
-
- /* Radeon R6xx/R7xx integrated */
- if (strstr(gl_renderer, "HD 3100")
- || strstr(gl_renderer, "HD 3200")
- || strstr(gl_renderer, "HD 3300"))
+ /* Southern Islands */
+ {"HD 7900", CARD_AMD_RADEON_HD7900},
+ {"HD 7800", CARD_AMD_RADEON_HD7800},
+ {"HD 7700", CARD_AMD_RADEON_HD7700},
+ /* Northern Islands */
+ {"HD 6970", CARD_AMD_RADEON_HD6900},
+ {"HD 6900", CARD_AMD_RADEON_HD6900},
+ {"HD 6800", CARD_AMD_RADEON_HD6800},
+ {"HD 6770M",CARD_AMD_RADEON_HD6600M},
+ {"HD 6750M",CARD_AMD_RADEON_HD6600M},
+ {"HD 6700", CARD_AMD_RADEON_HD6700},
+ {"HD 6670", CARD_AMD_RADEON_HD6600},
+ {"HD 6630M",CARD_AMD_RADEON_HD6600M},
+ {"HD 6600M",CARD_AMD_RADEON_HD6600M},
+ {"HD 6600", CARD_AMD_RADEON_HD6600},
+ {"HD 6570", CARD_AMD_RADEON_HD6600},
+ {"HD 6500M",CARD_AMD_RADEON_HD6600M},
+ {"HD 6500", CARD_AMD_RADEON_HD6600},
+ {"HD 6400", CARD_AMD_RADEON_HD6400},
+ {"HD 6300", CARD_AMD_RADEON_HD6300},
+ {"HD 6200", CARD_AMD_RADEON_HD6300},
+ /* Evergreen */
+ {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
+ {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
+ {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
+ {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
+ {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
+ {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
+ {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
+ {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
+ {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
+ {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
+ {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
+ /* R700 */
+ {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
+ {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
+ {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
+ {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
+ {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
+ {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
+ {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
+ {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
+ {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
+ {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
+ {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
+ {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
+ /* R600/R700 integrated */
+ {"HD 4200M", CARD_AMD_RADEON_HD4200M},
+ {"HD 3300", CARD_AMD_RADEON_HD3200},
+ {"HD 3200", CARD_AMD_RADEON_HD3200},
+ {"HD 3100", CARD_AMD_RADEON_HD3200},
+ /* R600 */
+ {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
+ {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
+ {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
+ {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
+ {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
+ {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
+ {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
+ {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
+ {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
+ {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
+ {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
+ {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
+ {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
+ };
+
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
- return CARD_ATI_RADEON_HD3200;
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
}
-
- /* Default for when no GPU has been found */
- return CARD_ATI_RADEON_HD3200;
+ return PCI_DEVICE_NONE;
}
- if (WINE_D3D8_CAPABLE(gl_info))
+ if (d3d_level >= 9)
{
/* Radeon R5xx */
if (strstr(gl_renderer, "X1600")
|| strstr(gl_renderer, "X1900")
|| strstr(gl_renderer, "X1950"))
{
- return CARD_ATI_RADEON_X1600;
+ return CARD_AMD_RADEON_X1600;
}
/* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
|| strstr(gl_renderer, "HD 2300")
)
{
- return CARD_ATI_RADEON_X700;
+ return CARD_AMD_RADEON_X700;
}
/* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
if (strstr(gl_renderer, "Radeon Xpress"))
{
- return CARD_ATI_RADEON_XPRESS_200M;
+ return CARD_AMD_RADEON_XPRESS_200M;
}
-
- /* Radeon R3xx */
- return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
- }
-
- if (WINE_D3D8_CAPABLE(gl_info))
- {
- return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
}
-
- if (WINE_D3D7_CAPABLE(gl_info))
- {
- return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
- }
-
- return CARD_ATI_RAGE_128PRO;
+ return PCI_DEVICE_NONE;
}
static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
- if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
- {
- /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
- return CARD_INTEL_X3100;
- }
+ unsigned int i;
+
+ static const struct
+ {
+ const char *renderer;
+ enum wined3d_pci_device id;
+ }
+ cards[] =
+ {
+ /* Ivybridge */
+ {"Ivybridge Server", CARD_INTEL_IVBS},
+ {"Ivybridge Mobile", CARD_INTEL_IVBM},
+ {"Ivybridge Desktop", CARD_INTEL_IVBD},
+ /* Sandybridge */
+ {"Sandybridge Server", CARD_INTEL_SNBS},
+ {"Sandybridge Mobile", CARD_INTEL_SNBM},
+ {"Sandybridge Desktop", CARD_INTEL_SNBD},
+ /* Ironlake */
+ {"Ironlake Mobile", CARD_INTEL_ILKM},
+ {"Ironlake Desktop", CARD_INTEL_ILKD},
+ /* G4x */
+ {"B43", CARD_INTEL_B43},
+ {"G41", CARD_INTEL_G41},
+ {"G45", CARD_INTEL_G45},
+ {"Q45", CARD_INTEL_Q45},
+ {"Integrated Graphics Device", CARD_INTEL_IGD},
+ {"GM45", CARD_INTEL_GM45},
+ /* i965 */
+ {"965GME", CARD_INTEL_965GME},
+ {"965GM", CARD_INTEL_965GM},
+ {"X3100", CARD_INTEL_965GM}, /* MacOS */
+ {"946GZ", CARD_INTEL_946GZ},
+ {"965G", CARD_INTEL_965G},
+ {"965Q", CARD_INTEL_965Q},
+ /* i945 */
+ {"Pineview M", CARD_INTEL_PNVM},
+ {"Pineview G", CARD_INTEL_PNVG},
+ {"IGD", CARD_INTEL_PNVG},
+ {"Q33", CARD_INTEL_Q33},
+ {"G33", CARD_INTEL_G33},
+ {"Q35", CARD_INTEL_Q35},
+ {"945GME", CARD_INTEL_945GME},
+ {"945GM", CARD_INTEL_945GM},
+ {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
+ {"945G", CARD_INTEL_945G},
+ /* i915 */
+ {"915GM", CARD_INTEL_915GM},
+ {"E7221G", CARD_INTEL_E7221G},
+ {"915G", CARD_INTEL_915G},
+ /* i8xx */
+ {"865G", CARD_INTEL_865G},
+ {"845G", CARD_INTEL_845G},
+ {"855GM", CARD_INTEL_855GM},
+ {"830M", CARD_INTEL_830M},
+ };
- if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
- /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
- return CARD_INTEL_I945GM;
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
}
- if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
- if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
- if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
- if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
- if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
- return CARD_INTEL_I915G;
-
+ return PCI_DEVICE_NONE;
}
-static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
+static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
- /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
- *
- * Beware: renderer string do not match exact card model,
- * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
- if (strstr(gl_renderer, "Gallium"))
- {
- /* Radeon R7xx HD4800 - highend */
- if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
- || strstr(gl_renderer, "RV770") /* Radeon RV770 */
- || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
- {
- return CARD_ATI_RADEON_HD4800;
- }
-
- /* Radeon R740 HD4700 - midend */
- if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
- {
- return CARD_ATI_RADEON_HD4700;
- }
-
- /* Radeon R730 HD4600 - midend */
- if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
- {
- return CARD_ATI_RADEON_HD4600;
- }
-
- /* Radeon R710 HD4500/HD4350 - lowend */
- if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
- {
- return CARD_ATI_RADEON_HD4350;
- }
-
- /* Radeon R6xx HD2900/HD3800 - highend */
- if (strstr(gl_renderer, "R600")
- || strstr(gl_renderer, "RV670")
- || strstr(gl_renderer, "R680"))
- {
- return CARD_ATI_RADEON_HD2900;
- }
-
- /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
- if (strstr(gl_renderer, "RV630")
- || strstr(gl_renderer, "RV635"))
- {
- return CARD_ATI_RADEON_HD2600;
- }
-
- /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
- if (strstr(gl_renderer, "RV610")
- || strstr(gl_renderer, "RV620"))
- {
- return CARD_ATI_RADEON_HD2350;
- }
+ unsigned int i;
- /* Radeon R6xx/R7xx integrated */
- if (strstr(gl_renderer, "RS780")
- || strstr(gl_renderer, "RS880"))
- {
- return CARD_ATI_RADEON_HD3200;
- }
+ /* 20101109 - These are never returned by current Gallium radeon
+ * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
+ *
+ * These are returned but not handled: RC410, RV380. */
+ static const struct
+ {
+ const char *renderer;
+ enum wined3d_pci_device id;
+ }
+ cards[] =
+ {
+ /* Southern Islands */
+ {"TAHITI", CARD_AMD_RADEON_HD7900},
+ {"PITCAIRN", CARD_AMD_RADEON_HD7800},
+ {"CAPE VERDE", CARD_AMD_RADEON_HD7700},
+ /* Northern Islands */
+ {"CAYMAN", CARD_AMD_RADEON_HD6900},
+ {"BARTS", CARD_AMD_RADEON_HD6800},
+ {"TURKS", CARD_AMD_RADEON_HD6600},
+ {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
+ {"SUMO", CARD_AMD_RADEON_HD6550D},
+ {"CAICOS", CARD_AMD_RADEON_HD6400},
+ {"PALM", CARD_AMD_RADEON_HD6300},
+ /* Evergreen */
+ {"HEMLOCK", CARD_AMD_RADEON_HD5900},
+ {"CYPRESS", CARD_AMD_RADEON_HD5800},
+ {"JUNIPER", CARD_AMD_RADEON_HD5700},
+ {"REDWOOD", CARD_AMD_RADEON_HD5600},
+ {"CEDAR", CARD_AMD_RADEON_HD5400},
+ /* R700 */
+ {"R700", CARD_AMD_RADEON_HD4800},
+ {"RV790", CARD_AMD_RADEON_HD4800},
+ {"RV770", CARD_AMD_RADEON_HD4800},
+ {"RV740", CARD_AMD_RADEON_HD4700},
+ {"RV730", CARD_AMD_RADEON_HD4600},
+ {"RV710", CARD_AMD_RADEON_HD4350},
+ /* R600/R700 integrated */
+ {"RS880", CARD_AMD_RADEON_HD4200M},
+ {"RS780", CARD_AMD_RADEON_HD3200},
+ /* R600 */
+ {"R680", CARD_AMD_RADEON_HD2900},
+ {"R600", CARD_AMD_RADEON_HD2900},
+ {"RV670", CARD_AMD_RADEON_HD2900},
+ {"RV635", CARD_AMD_RADEON_HD2600},
+ {"RV630", CARD_AMD_RADEON_HD2600},
+ {"RV620", CARD_AMD_RADEON_HD2350},
+ {"RV610", CARD_AMD_RADEON_HD2350},
+ /* R500 */
+ {"R580", CARD_AMD_RADEON_X1600},
+ {"R520", CARD_AMD_RADEON_X1600},
+ {"RV570", CARD_AMD_RADEON_X1600},
+ {"RV560", CARD_AMD_RADEON_X1600},
+ {"RV535", CARD_AMD_RADEON_X1600},
+ {"RV530", CARD_AMD_RADEON_X1600},
+ {"RV516", CARD_AMD_RADEON_X700},
+ {"RV515", CARD_AMD_RADEON_X700},
+ /* R400 */
+ {"R481", CARD_AMD_RADEON_X700},
+ {"R480", CARD_AMD_RADEON_X700},
+ {"R430", CARD_AMD_RADEON_X700},
+ {"R423", CARD_AMD_RADEON_X700},
+ {"R420", CARD_AMD_RADEON_X700},
+ {"R410", CARD_AMD_RADEON_X700},
+ {"RV410", CARD_AMD_RADEON_X700},
+ /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
+ {"RS740", CARD_AMD_RADEON_XPRESS_200M},
+ {"RS690", CARD_AMD_RADEON_XPRESS_200M},
+ {"RS600", CARD_AMD_RADEON_XPRESS_200M},
+ {"RS485", CARD_AMD_RADEON_XPRESS_200M},
+ {"RS482", CARD_AMD_RADEON_XPRESS_200M},
+ {"RS480", CARD_AMD_RADEON_XPRESS_200M},
+ {"RS400", CARD_AMD_RADEON_XPRESS_200M},
+ /* R300 */
+ {"R360", CARD_AMD_RADEON_9500},
+ {"R350", CARD_AMD_RADEON_9500},
+ {"R300", CARD_AMD_RADEON_9500},
+ {"RV370", CARD_AMD_RADEON_9500},
+ {"RV360", CARD_AMD_RADEON_9500},
+ {"RV351", CARD_AMD_RADEON_9500},
+ {"RV350", CARD_AMD_RADEON_9500},
+ };
- /* Radeon R5xx */
- if (strstr(gl_renderer, "RV530")
- || strstr(gl_renderer, "RV535")
- || strstr(gl_renderer, "RV560")
- || strstr(gl_renderer, "R520")
- || strstr(gl_renderer, "RV570")
- || strstr(gl_renderer, "R580"))
- {
- return CARD_ATI_RADEON_X1600;
- }
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
+ {
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
+ }
- /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
- if (strstr(gl_renderer, "R410")
- || strstr(gl_renderer, "R420")
- || strstr(gl_renderer, "R423")
- || strstr(gl_renderer, "R430")
- || strstr(gl_renderer, "R480")
- || strstr(gl_renderer, "R481")
- || strstr(gl_renderer, "RV410")
- || strstr(gl_renderer, "RV515")
- || strstr(gl_renderer, "RV516"))
- {
- return CARD_ATI_RADEON_X700;
- }
+ return PCI_DEVICE_NONE;
+}
- /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
- if (strstr(gl_renderer, "RS400")
- || strstr(gl_renderer, "RS480")
- || strstr(gl_renderer, "RS482")
- || strstr(gl_renderer, "RS485")
- || strstr(gl_renderer, "RS600")
- || strstr(gl_renderer, "RS690")
- || strstr(gl_renderer, "RS740"))
- {
- return CARD_ATI_RADEON_XPRESS_200M;
- }
+static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
+ const char *gl_renderer)
+{
+ unsigned int i;
- /* Radeon R3xx */
- if (strstr(gl_renderer, "R300")
- || strstr(gl_renderer, "RV350")
- || strstr(gl_renderer, "RV351")
- || strstr(gl_renderer, "RV360")
- || strstr(gl_renderer, "RV370")
- || strstr(gl_renderer, "R350")
- || strstr(gl_renderer, "R360"))
- {
- return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
- }
- }
+ static const struct
+ {
+ const char *renderer;
+ enum wined3d_pci_device id;
+ }
+ cards[] =
+ {
+ /* Kepler */
+ {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
+ {"NVE4", CARD_NVIDIA_GEFORCE_GTX680},
+ /* Fermi */
+ {"NVD9", CARD_NVIDIA_GEFORCE_GT520},
+ {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
+ {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
+ {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
+ {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
+ {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
+ {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
+ {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
+ /* Tesla */
+ {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
+ {"NVAC", CARD_NVIDIA_GEFORCE_8200},
+ {"NVAA", CARD_NVIDIA_GEFORCE_8200},
+ {"NVA8", CARD_NVIDIA_GEFORCE_210},
+ {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
+ {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
+ {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
+ {"NV98", CARD_NVIDIA_GEFORCE_9200},
+ {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
+ {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
+ {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
+ {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
+ {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
+ {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
+ /* Curie */
+ {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
+ {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
+ {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
+ {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
+ {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
+ {"NV4B", CARD_NVIDIA_GEFORCE_7600},
+ {"NV4A", CARD_NVIDIA_GEFORCE_6200},
+ {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
+ {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
+ {"NV46", CARD_NVIDIA_GEFORCE_7400},
+ {"NV45", CARD_NVIDIA_GEFORCE_6800},
+ {"NV44", CARD_NVIDIA_GEFORCE_6200},
+ {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
+ {"NV42", CARD_NVIDIA_GEFORCE_6800},
+ {"NV41", CARD_NVIDIA_GEFORCE_6800},
+ {"NV40", CARD_NVIDIA_GEFORCE_6800},
+ /* Rankine */
+ {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
+ {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
+ {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
+ {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
+ {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
+ {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
+ /* Kelvin */
+ {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
+ {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
+ {"nv20", CARD_NVIDIA_GEFORCE3},
+ /* Celsius */
+ {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
+ {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
+ {"nv18", CARD_NVIDIA_GEFORCE4_MX},
+ {"nv17", CARD_NVIDIA_GEFORCE4_MX},
+ {"nv16", CARD_NVIDIA_GEFORCE2},
+ {"nv15", CARD_NVIDIA_GEFORCE2},
+ {"nv11", CARD_NVIDIA_GEFORCE2_MX},
+ {"nv10", CARD_NVIDIA_GEFORCE},
+ /* Fahrenheit */
+ {"nv05", CARD_NVIDIA_RIVA_TNT2},
+ {"nv04", CARD_NVIDIA_RIVA_TNT},
+ {"nv03", CARD_NVIDIA_RIVA_128},
+ };
- if (WINE_D3D9_CAPABLE(gl_info))
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
- /* Radeon R7xx HD4800 - highend */
- if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
- || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
- || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
- {
- return CARD_ATI_RADEON_HD4800;
- }
-
- /* Radeon R740 HD4700 - midend */
- if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
- {
- return CARD_ATI_RADEON_HD4700;
- }
-
- /* Radeon R730 HD4600 - midend */
- if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
- {
- return CARD_ATI_RADEON_HD4600;
- }
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
+ }
+ return PCI_DEVICE_NONE;
+}
- /* Radeon R710 HD4500/HD4350 - lowend */
- if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
- {
- return CARD_ATI_RADEON_HD4350;
- }
+static const struct gl_vendor_selection
+{
+ enum wined3d_gl_vendor gl_vendor;
+ const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
+ enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
+}
+nvidia_gl_vendor_table[] =
+{
+ {GL_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
+ {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
+ {GL_VENDOR_MESA, "Mesa Nouveau driver", select_card_nvidia_mesa},
+},
+amd_gl_vendor_table[] =
+{
+ {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
+ {GL_VENDOR_FGLRX, "AMD/ATI binary driver", select_card_amd_binary},
+ {GL_VENDOR_MESA, "Mesa AMD/ATI driver", select_card_amd_mesa},
+},
+intel_gl_vendor_table[] =
+{
+ {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", select_card_intel},
+ {GL_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
+ {GL_VENDOR_MESA, "Mesa Intel driver", select_card_intel},
+};
- /* Radeon R6xx HD2900/HD3800 - highend */
- if (strstr(gl_renderer, "(R600")
- || strstr(gl_renderer, "(RV670")
- || strstr(gl_renderer, "(R680"))
- {
- return CARD_ATI_RADEON_HD2900;
- }
+static enum wined3d_pci_device select_card_fallback_nvidia(const struct wined3d_gl_info *gl_info)
+{
+ UINT d3d_level = d3d_level_from_gl_info(gl_info);
+ if (d3d_level >= 10)
+ return CARD_NVIDIA_GEFORCE_8800GTX;
+ if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
+ return CARD_NVIDIA_GEFORCE_6800;
+ if (d3d_level >= 9)
+ return CARD_NVIDIA_GEFORCEFX_5800;
+ if (d3d_level >= 8)
+ return CARD_NVIDIA_GEFORCE3;
+ if (d3d_level >= 7)
+ return CARD_NVIDIA_GEFORCE;
+ if (d3d_level >= 6)
+ return CARD_NVIDIA_RIVA_TNT;
+ return CARD_NVIDIA_RIVA_128;
+}
- /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
- if (strstr(gl_renderer, "(RV630")
- || strstr(gl_renderer, "(RV635"))
- {
- return CARD_ATI_RADEON_HD2600;
- }
+static enum wined3d_pci_device select_card_fallback_amd(const struct wined3d_gl_info *gl_info)
+{
+ UINT d3d_level = d3d_level_from_gl_info(gl_info);
+ if (d3d_level >= 10)
+ return CARD_AMD_RADEON_HD2900;
+ if (d3d_level >= 9)
+ return CARD_AMD_RADEON_9500;
+ if (d3d_level >= 8)
+ return CARD_AMD_RADEON_8500;
+ if (d3d_level >= 7)
+ return CARD_AMD_RADEON_7200;
+ return CARD_AMD_RAGE_128PRO;
+}
- /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
- if (strstr(gl_renderer, "(RV610")
- || strstr(gl_renderer, "(RV620"))
- {
- return CARD_ATI_RADEON_HD2350;
- }
+static enum wined3d_pci_device select_card_fallback_intel(const struct wined3d_gl_info *gl_info)
+{
+ UINT d3d_level = d3d_level_from_gl_info(gl_info);
+ if (d3d_level >= 10)
+ return CARD_INTEL_G45;
+ return CARD_INTEL_915G;
+}
- /* Radeon R6xx/R7xx integrated */
- if (strstr(gl_renderer, "(RS780")
- || strstr(gl_renderer, "(RS880"))
- {
- return CARD_ATI_RADEON_HD3200;
- }
- }
+static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
+ unsigned int table_size, enum wined3d_gl_vendor gl_vendor,
+ const struct wined3d_gl_info *gl_info, const char *gl_renderer)
+{
+ unsigned int i;
- if (WINE_D3D8_CAPABLE(gl_info))
+ for (i = 0; i < table_size; ++i)
{
- return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
- }
+ if (table[i].gl_vendor != gl_vendor)
+ continue;
- if (WINE_D3D7_CAPABLE(gl_info))
- {
- return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
+ TRACE("Applying card selector \"%s\".\n", table[i].description);
+ return table[i].select_card(gl_info, gl_renderer);
}
+ FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
+ gl_vendor, debugstr_a(gl_renderer));
- return CARD_ATI_RAGE_128PRO;
+ return PCI_DEVICE_NONE;
}
-static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
- const char *gl_renderer)
-{
- FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
- if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
- if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
- if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
- if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
- return CARD_NVIDIA_RIVA_128;
-}
-
-
-struct vendor_card_selection
+static const struct
{
- enum wined3d_gl_vendor gl_vendor;
enum wined3d_pci_vendor card_vendor;
const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
- enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
-};
-
-static const struct vendor_card_selection vendor_card_select_table[] =
+ const struct gl_vendor_selection *gl_vendor_selection;
+ unsigned int gl_vendor_count;
+ enum wined3d_pci_device (*select_card_fallback)(const struct wined3d_gl_info *gl_info);
+}
+card_vendor_table[] =
{
- {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
- {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
- {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
- {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
- {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
- {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
- {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
- {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
- {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
+ {HW_VENDOR_NVIDIA, "Nvidia", nvidia_gl_vendor_table,
+ sizeof(nvidia_gl_vendor_table) / sizeof(nvidia_gl_vendor_table[0]),
+ select_card_fallback_nvidia},
+ {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table,
+ sizeof(amd_gl_vendor_table) / sizeof(amd_gl_vendor_table[0]),
+ select_card_fallback_amd},
+ {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table,
+ sizeof(intel_gl_vendor_table) / sizeof(intel_gl_vendor_table[0]),
+ select_card_fallback_intel},
};
static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
{
- /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
- * different GPUs with roughly the same features. In most cases GPUs from a
- * certain family differ in clockspeeds, the amount of video memory and the
- * number of shader pipelines.
- *
- * A Direct3D device object contains the PCI id (vendor + device) of the
+ /* A Direct3D device object contains the PCI id (vendor + device) of the
* videocard which is used for rendering. Various applications use this
* information to get a rough estimation of the features of the card and
* some might use it for enabling 3d effects only on certain types of
* memory behind our backs if really needed. Note that the amount of video
* memory can be overruled using a registry setting. */
- int i;
+ unsigned int i;
+ enum wined3d_pci_device device;
- for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
+ for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
{
- if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
- || (vendor_card_select_table[i].card_vendor != *card_vendor))
- continue;
- TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
- return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
+ if (card_vendor_table[i].card_vendor != *card_vendor)
+ continue;
+
+ TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
+ device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
+ card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_info, gl_renderer);
+ if (device != PCI_DEVICE_NONE)
+ return device;
+
+ TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
+ return card_vendor_table[i].select_card_fallback(gl_info);
}
- FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
- *gl_vendor, *card_vendor);
+ FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
+ *card_vendor, debugstr_a(gl_renderer));
- /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
- * for Nvidia was because the hardware and drivers they make are of good quality. This makes
- * them a good generic choice. */
+ /* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
*card_vendor = HW_VENDOR_NVIDIA;
- if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
- if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
- if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
- if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
- return CARD_NVIDIA_RIVA_128;
+ return select_card_fallback_nvidia(gl_info);
}
-static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
+static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_shader_backend_ops *shader_backend_ops)
{
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- int vs_selected_mode, ps_selected_mode;
-
- select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
- if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
- && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
- else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
- else if (gl_info->supported[NV_REGISTER_COMBINERS]
- && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
- else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
- else return &ffp_fragment_pipeline;
+ if (shader_backend_ops == &glsl_shader_backend)
+ return &glsl_vertex_pipe;
+ return &ffp_vertex_pipe;
}
-static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
+static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_shader_backend_ops *shader_backend_ops)
{
- int vs_selected_mode, ps_selected_mode;
+ if (shader_backend_ops == &glsl_shader_backend)
+ return &glsl_fragment_pipe;
+ if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ return &arbfp_fragment_pipeline;
+ if (gl_info->supported[ATI_FRAGMENT_SHADER])
+ return &atifs_fragment_pipeline;
+ if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
+ return &nvts_fragment_pipeline;
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ return &nvrc_fragment_pipeline;
+ return &ffp_fragment_pipeline;
+}
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
- if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
- if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
+static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
+{
+ BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
+
+ if (glsl && gl_info->supported[ARB_FRAGMENT_SHADER])
+ return &glsl_shader_backend;
+ if (glsl && gl_info->supported[ARB_VERTEX_SHADER])
+ {
+ /* Geforce4 cards support GLSL but for vertex shaders only. Further
+ * its reported GLSL caps are wrong. This combined with the fact that
+ * GLSL won't offer more features or performance, use ARB shaders only
+ * on this card. */
+ if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
+ return &arb_program_shader_backend;
+ return &glsl_shader_backend;
+ }
+ if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ return &arb_program_shader_backend;
return &none_shader_backend;
}
-static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
+static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_shader_backend_ops *shader_backend_ops)
{
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- int vs_selected_mode, ps_selected_mode;
-
- select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
- if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
- && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
- else return &ffp_blit;
+ if ((shader_backend_ops == &glsl_shader_backend
+ || shader_backend_ops == &arb_program_shader_backend)
+ && gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ return &arbfp_blit;
+ return &ffp_blit;
}
-static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
+static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
+ const struct wined3d_extension_map *map, UINT entry_count)
{
- DWORD ver;
+ while (*extensions)
+ {
+ const char *start;
+ size_t len;
+ UINT i;
-#define USE_GL_FUNC(type, pfn, ext, replace) \
- if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
- else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
- else gl_info->pfn = NULL;
+ while (isspace(*extensions))
+ ++extensions;
+ start = extensions;
+ while (!isspace(*extensions) && *extensions)
+ ++extensions;
- GL_EXT_FUNCS_GEN;
-#undef USE_GL_FUNC
+ len = extensions - start;
+ if (!len)
+ continue;
-#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
- WGL_EXT_FUNCS_GEN;
-#undef USE_GL_FUNC
+ TRACE("- %s.\n", debugstr_an(start, len));
+
+ for (i = 0; i < entry_count; ++i)
+ {
+ if (len == strlen(map[i].extension_string)
+ && !memcmp(start, map[i].extension_string, len))
+ {
+ TRACE(" FOUND: %s support.\n", map[i].extension_string);
+ gl_info->supported[map[i].extension] = TRUE;
+ break;
+ }
+ }
+ }
}
-/* Context activation is done by the caller. */
-static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
+static void load_gl_funcs(struct wined3d_gl_info *gl_info)
{
- struct wined3d_driver_info *driver_info = &adapter->driver_info;
- struct wined3d_gl_info *gl_info = &adapter->gl_info;
- const char *GL_Extensions = NULL;
- const char *WGL_Extensions = NULL;
- const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
- struct fragment_caps fragment_caps;
- enum wined3d_gl_vendor gl_vendor;
- enum wined3d_pci_vendor card_vendor;
- enum wined3d_pci_device device;
- GLint gl_max;
- GLfloat gl_floatv[2];
- unsigned i;
- HDC hdc;
- DWORD gl_version;
- size_t len;
-
- TRACE_(d3d_caps)("(%p)\n", gl_info);
-
- ENTER_GL();
-
- gl_renderer_str = (const char *)glGetString(GL_RENDERER);
- TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
- if (!gl_renderer_str)
- {
- LEAVE_GL();
- ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
- return FALSE;
- }
+#define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
+ GL_EXT_FUNCS_GEN;
+#undef USE_GL_FUNC
- gl_vendor_str = (const char *)glGetString(GL_VENDOR);
- TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
- if (!gl_vendor_str)
- {
- LEAVE_GL();
- ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
- return FALSE;
- }
+#ifndef USE_WIN32_OPENGL
+ /* hack: use the functions directly from the TEB table to bypass the thunks */
+ /* note that we still need the above wglGetProcAddress calls to initialize the table */
+ gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
+#endif
+}
- /* Parse the GL_VERSION field into major and minor information */
- gl_version_str = (const char *)glGetString(GL_VERSION);
- TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
- if (!gl_version_str)
- {
- LEAVE_GL();
- ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
- return FALSE;
- }
- gl_version = wined3d_parse_gl_version(gl_version_str);
+static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
+{
+ GLfloat gl_floatv[2];
+ GLint gl_max;
- /*
- * Initialize openGL extension related variables
- * with Default values
- */
- memset(gl_info->supported, 0, sizeof(gl_info->supported));
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
gl_info->limits.textures = 1;
+ gl_info->limits.texture_coords = 1;
gl_info->limits.fragment_samplers = 1;
gl_info->limits.vertex_samplers = 0;
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
- gl_info->limits.sampler_stages = 1;
+ gl_info->limits.vertex_attribs = 16;
gl_info->limits.glsl_vs_float_constants = 0;
gl_info->limits.glsl_ps_float_constants = 0;
gl_info->limits.arb_vs_float_constants = 0;
gl_info->limits.arb_ps_instructions = 0;
gl_info->limits.arb_ps_temps = 0;
- /* Retrieve opengl defaults */
- glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
- TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
+ TRACE("Clip plane support - max planes %d.\n", gl_max);
- glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
gl_info->limits.lights = gl_max;
- TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
+ TRACE("Light support - max lights %d.\n", gl_max);
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
gl_info->limits.texture_size = gl_max;
- TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
+ TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
- glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
+ gl_info->gl_ops.gl.p_glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
gl_info->limits.pointsize_min = gl_floatv[0];
gl_info->limits.pointsize_max = gl_floatv[1];
- TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
-
- /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
- GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
- if (!GL_Extensions)
- {
- LEAVE_GL();
- ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
- return FALSE;
- }
-
- LEAVE_GL();
-
- TRACE_(d3d_caps)("GL_Extensions reported:\n");
-
- gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
-
- while (*GL_Extensions)
- {
- const char *start;
-
- while (isspace(*GL_Extensions)) ++GL_Extensions;
- start = GL_Extensions;
- while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
-
- len = GL_Extensions - start;
- if (!len) continue;
-
- TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
-
- for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
- {
- if (len == strlen(EXTENSION_MAP[i].extension_string)
- && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
- {
- TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
- gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
- break;
- }
- }
- }
+ TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
- /* Now work out what GL support this card really has */
- load_gl_funcs( gl_info, gl_version );
-
- ENTER_GL();
-
- /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
- * loading the functions, otherwise the code above will load the extension entry points instead of the
- * core functions, which may not work. */
- for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
- {
- if (!gl_info->supported[EXTENSION_MAP[i].extension]
- && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
- {
- TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
- gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
- }
- }
-
- if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
-
- if (gl_info->supported[APPLE_FENCE])
- {
- /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
- * The apple extension interacts with some other apple exts. Disable the NV
- * extension if the apple one is support to prevent confusion in other parts
- * of the code. */
- gl_info->supported[NV_FENCE] = FALSE;
- }
- if (gl_info->supported[APPLE_FLOAT_PIXELS])
- {
- /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
- *
- * The enums are the same:
- * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
- * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
- * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
- * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
- * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
- */
- if (!gl_info->supported[ARB_TEXTURE_FLOAT])
- {
- TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
- gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
- }
- if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
- {
- TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
- gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
- }
- }
- if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
- {
- /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
- * functionality. Prefer the ARB extension */
- gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
- }
- if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
- {
- TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
- gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
- }
- if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
- {
- TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
- gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
- }
- if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
- {
- TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
- gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
- }
- if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
+ if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
{
- TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
- gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
+ TRACE("Minimum buffer map alignment: %d.\n", gl_max);
}
- if (gl_info->supported[NV_TEXTURE_SHADER2])
+ else
{
- if (gl_info->supported[NV_REGISTER_COMBINERS])
- {
- /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
- * are supported. The nv extensions provide the same functionality as the
- * ATI one, and a bit more(signed pixelformats). */
- gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
- }
+ WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
}
-
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
- glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
gl_info->limits.general_combiners = gl_max;
- TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
+ TRACE("Max general combiners: %d.\n", gl_max);
}
- if (gl_info->supported[ARB_DRAW_BUFFERS])
+ if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
gl_info->limits.buffers = gl_max;
- TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
+ TRACE("Max draw buffers: %u.\n", gl_max);
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
- TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
+ TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GLint tmp;
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
+ gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
}
else
{
+ gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
}
- TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
+ TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
+ TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
if (gl_info->supported[ARB_VERTEX_SHADER])
{
GLint tmp;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->limits.vertex_samplers = tmp;
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->limits.combined_samplers = tmp;
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
+ gl_info->limits.vertex_attribs = tmp;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
{
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
}
- TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
- TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
+ TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
+ TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
}
if (gl_info->supported[ARB_VERTEX_BLEND])
{
- glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
gl_info->limits.blends = gl_max;
- TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
+ TRACE("Max blends: %u.\n", gl_info->limits.blends);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
- glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
gl_info->limits.texture3d_size = gl_max;
- TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
+ TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
}
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
- glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
gl_info->limits.anisotropy = gl_max;
- TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
+ TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_float_constants = gl_max;
- TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
+ TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_native_constants = gl_max;
- TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
+ TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_ps_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_ps_temps = gl_max;
- TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
+ TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_ps_instructions = gl_max;
- TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
+ TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_local_constants = gl_max;
- TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
+ TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
}
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_float_constants = gl_max;
- TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
+ TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_native_constants = gl_max;
- TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
+ TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_vs_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_vs_temps = gl_max;
- TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
+ TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_vs_instructions = gl_max;
- TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
-
- if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
+ TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
}
if (gl_info->supported[ARB_VERTEX_SHADER])
{
- glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_vs_float_constants = gl_max / 4;
- TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
+ TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
- glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_ps_float_constants = gl_max / 4;
- TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
- glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
+ TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
gl_info->limits.glsl_varyings = gl_max;
- TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
+ TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
}
- if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
+
+ if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
+ gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
+ else
+ gl_info->limits.shininess = 128.0f;
+
+ if ((gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
+ && wined3d_settings.allow_multisampling)
{
- const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
- unsigned int major, minor;
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
+ gl_info->limits.samples = gl_max;
+ }
+}
+
+/* Context activation is done by the caller. */
+static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
+{
+ struct wined3d_driver_info *driver_info = &adapter->driver_info;
+ const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
+ struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ struct wined3d_vertex_caps vertex_caps;
+ enum wined3d_pci_vendor card_vendor;
+ struct fragment_caps fragment_caps;
+ struct shader_caps shader_caps;
+ const char *WGL_Extensions = NULL;
+ const char *GL_Extensions = NULL;
+ enum wined3d_gl_vendor gl_vendor;
+ enum wined3d_pci_device device;
+ DWORD gl_version;
+ HDC hdc;
+ unsigned int i;
- TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
+ TRACE("adapter %p.\n", adapter);
- /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
- sscanf(str, "%u.%u", &major, &minor);
- gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
+ gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
+ TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
+ if (!gl_renderer_str)
+ {
+ ERR("Received a NULL GL_RENDERER.\n");
+ return FALSE;
}
- if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
+
+ gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
+ TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
+ if (!gl_vendor_str)
{
- glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
+ ERR("Received a NULL GL_VENDOR.\n");
+ return FALSE;
+ }
+
+ /* Parse the GL_VERSION field into major and minor information */
+ gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
+ TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
+ if (!gl_version_str)
+ {
+ ERR("Received a NULL GL_VERSION.\n");
+ return FALSE;
+ }
+ gl_version = wined3d_parse_gl_version(gl_version_str);
+
+ /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
+ GL_Extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
+ if (!GL_Extensions)
+ {
+ ERR("Received a NULL GL_EXTENSIONS.\n");
+ return FALSE;
}
+
+ memset(gl_info->supported, 0, sizeof(gl_info->supported));
+ gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
+
+ TRACE("GL extensions reported:\n");
+ parse_extension_string(gl_info, GL_Extensions, gl_extension_map,
+ sizeof(gl_extension_map) / sizeof(*gl_extension_map));
+
+ /* Now work out what GL support this card really has. */
+ load_gl_funcs( gl_info );
+
+ hdc = wglGetCurrentDC();
+ /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
+ if (GL_EXTCALL(wglGetExtensionsStringARB))
+ WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
+ if (!WGL_Extensions)
+ WARN("WGL extensions not supported.\n");
else
+ parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map,
+ sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
+
+ if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
{
- gl_info->limits.shininess = 128.0f;
+ TRACE("GL CORE: GL_EXT_texture3D support.\n");
+ gl_info->gl_ops.ext.p_glTexImage3DEXT = (void *)gl_info->gl_ops.ext.p_glTexImage3D;
+ gl_info->gl_ops.ext.p_glTexSubImage3DEXT = gl_info->gl_ops.ext.p_glTexSubImage3D;
+ gl_info->supported[EXT_TEXTURE3D] = TRUE;
+ }
+
+ if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4))
+ {
+ TRACE("GL CORE: GL_NV_point_sprite support.\n");
+ gl_info->gl_ops.ext.p_glPointParameterivNV = gl_info->gl_ops.ext.p_glPointParameteriv;
+ gl_info->gl_ops.ext.p_glPointParameteriNV = gl_info->gl_ops.ext.p_glPointParameteri;
+ gl_info->supported[NV_POINT_SPRITE] = TRUE;
+ }
+
+ if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0))
+ {
+ TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
+ gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
+ }
+
+ if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
+
+ if (gl_info->supported[APPLE_FENCE])
+ {
+ /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
+ * The apple extension interacts with some other apple exts. Disable the NV
+ * extension if the apple one is support to prevent confusion in other parts
+ * of the code. */
+ gl_info->supported[NV_FENCE] = FALSE;
+ }
+ if (gl_info->supported[APPLE_FLOAT_PIXELS])
+ {
+ /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
+ *
+ * The enums are the same:
+ * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
+ * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
+ * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
+ * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
+ * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
+ */
+ if (!gl_info->supported[ARB_TEXTURE_FLOAT])
+ {
+ TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
+ gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
+ }
+ if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
+ {
+ TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
+ gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
+ }
+ }
+ if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
+ {
+ /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
+ * functionality. Prefer the ARB extension */
+ gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
+ }
+ if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
+ {
+ TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
+ gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
+ }
+ if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
+ {
+ TRACE(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
+ gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
+ }
+ if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
+ {
+ TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
+ gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
+ }
+ if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
+ {
+ TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
+ gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
+ }
+ if (gl_info->supported[NV_TEXTURE_SHADER2])
+ {
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ {
+ /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
+ * are supported. The nv extensions provide the same functionality as the
+ * ATI one, and a bit more(signed pixelformats). */
+ gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
+ }
}
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
/* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
}
- if (gl_info->supported[ARB_POINT_SPRITE])
+ if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
{
- gl_info->limits.point_sprite_units = gl_info->limits.textures;
+ /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
+ * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
+ * we never render to sRGB surfaces). */
+ gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
}
- else
+ if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
- gl_info->limits.point_sprite_units = 0;
+ GLint counter_bits;
+
+ GL_EXTCALL(glGetQueryivARB(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB, &counter_bits));
+ TRACE("Occlusion query counter has %d bits.\n", counter_bits);
+ if (!counter_bits)
+ gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
}
- checkGLcall("extension detection");
- LEAVE_GL();
+ wined3d_adapter_init_limits(gl_info);
- adapter->fragment_pipe = select_fragment_implementation(adapter);
- adapter->shader_backend = select_shader_backend(adapter);
- adapter->blitter = select_blit_implementation(adapter);
+ if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
+ gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
- adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
- gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
- TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
+ if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
+ {
+ const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
+ unsigned int major, minor;
- /* In some cases the number of texture stages can be larger than the number
- * of samplers. The GF4 for example can use only 2 samplers (no fragment
- * shaders), but 8 texture stages (register combiners). */
- gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
+ TRACE("GLSL version string: %s.\n", debugstr_a(str));
- if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
+ /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
+ sscanf(str, "%u.%u", &major, &minor);
+ gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
+ }
+
+ checkGLcall("extension detection");
+
+ adapter->shader_backend = select_shader_backend(gl_info);
+ adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
+ adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
+ adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
+
+ adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
+ adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
+ adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
+ adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
+ adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
+ adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
+ adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
+
+ adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
+ adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
+
+ adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
+ adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
+ adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
+ TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
+
+ if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
{
- gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
- gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
- gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
- gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
- gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
- gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
- gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
- gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
- gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
- gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
- gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
- gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
- gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
- gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
- gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
- gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
- gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
- gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
- gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
+ gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
+ gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
+ gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
+ gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
+ gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
+ gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
+ gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
+ gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
+ gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
+ gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
+ gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
+ gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
+ gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
+ gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
+ gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
+ gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
+ gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
+ = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
+ gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
+ gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
}
else
{
if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
{
- gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
- gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
- gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
- gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
- gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
- gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
- gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
- gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
- gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
- gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
- gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
- gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
- gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
- gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
- gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
- gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
- gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
+ gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
+ gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
+ gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
+ gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
+ gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
+ gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
+ gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
+ gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
+ gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
+ gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
+ gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
+ gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
+ gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
+ gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
+ gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
+ gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
+ = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
+ gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
+ WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
{
- gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
+ gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
}
if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
{
- gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
+ gl_info->fbo_ops.glRenderbufferStorageMultisample
+ = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
}
}
- /* MRTs are currently only supported when FBOs are used. */
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
- {
- gl_info->limits.buffers = 1;
- }
-
gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
- TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
+ TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
- TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
+ TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
- gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
- gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
+ gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
+ gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
- gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
- gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
+ gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
+ gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
- gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
+ gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
- /* Make sure there's an active HDC else the WGL extensions will fail */
- hdc = pwglGetCurrentDC();
- if (hdc) {
- /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
- if(GL_EXTCALL(wglGetExtensionsStringARB))
- WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
-
- if (!WGL_Extensions)
- {
- ERR(" WGL_Extensions returns NULL\n");
- }
- else
- {
- TRACE_(d3d_caps)("WGL_Extensions reported:\n");
- while (*WGL_Extensions)
- {
- const char *Start;
- char ThisExtn[256];
-
- while (isspace(*WGL_Extensions)) WGL_Extensions++;
- Start = WGL_Extensions;
- while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
-
- len = WGL_Extensions - Start;
- if (!len || len >= sizeof(ThisExtn))
- continue;
-
- memcpy(ThisExtn, Start, len);
- ThisExtn[len] = '\0';
- TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
-
- if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
- gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
- TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
- }
- if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
- gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
- TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
- }
- }
- }
- }
+ adapter->d3d_info.valid_rt_mask = 0;
+ for (i = 0; i < gl_info->limits.buffers; ++i)
+ adapter->d3d_info.valid_rt_mask |= (1 << i);
fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
init_driver_info(driver_info, card_vendor, device);
return TRUE;
}
-/**********************************************************
- * IWineD3D implementation follows
- **********************************************************/
-
-static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
-
- TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
+UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
+{
+ TRACE("wined3d %p, reporting %u adapters.\n",
+ wined3d, wined3d->adapter_count);
- return This->adapter_count;
+ return wined3d->adapter_count;
}
-static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
+HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
{
- FIXME("iface %p, init_function %p stub!\n", iface, init_function);
+ FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
return WINED3D_OK;
}
-static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
-
- TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
+HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
+{
+ TRACE("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
- if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
+ if (adapter_idx >= wined3d->adapter_count)
return NULL;
- }
- return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
+ return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
}
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
of the same bpp but different resolutions */
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
-static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
+UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
{
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
+ const struct wined3d_adapter *adapter;
+ const struct wined3d_format *format;
+ unsigned int i = 0;
+ unsigned int j = 0;
+ UINT format_bits;
+ DEVMODEW mode;
- TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
+ TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
+ wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
- if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
+ if (adapter_idx >= wined3d->adapter_count)
return 0;
- }
- /* TODO: Store modes per adapter and read it from the adapter structure */
- if (Adapter == 0)
- {
- const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
- UINT format_bits = format->byte_count * CHAR_BIT;
- unsigned int i = 0;
- unsigned int j = 0;
- DEVMODEW mode;
+ adapter = &wined3d->adapters[adapter_idx];
+ format = wined3d_get_format(&adapter->gl_info, format_id);
+ format_bits = format->byte_count * CHAR_BIT;
- memset(&mode, 0, sizeof(mode));
- mode.dmSize = sizeof(mode);
+ memset(&mode, 0, sizeof(mode));
+ mode.dmSize = sizeof(mode);
- while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
+ while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
+ {
+ if (mode.dmFields & DM_DISPLAYFLAGS)
{
- ++j;
+ if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
+ && (mode.u2.dmDisplayFlags & DM_INTERLACED))
+ continue;
- if (format_id == WINED3DFMT_UNKNOWN)
- {
- /* This is for D3D8, do not enumerate P8 here */
- if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
- }
- else if (mode.dmBitsPerPel == format_bits)
- {
- ++i;
- }
+ if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
+ && !(mode.u2.dmDisplayFlags & DM_INTERLACED))
+ continue;
}
- TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
- return i;
- } else {
- FIXME_(d3d_caps)("Adapter not primary display\n");
+ if (format_id == WINED3DFMT_UNKNOWN)
+ {
+ /* This is for d3d8, do not enumerate P8 here. */
+ if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
+ }
+ else if (mode.dmBitsPerPel == format_bits)
+ {
+ ++i;
+ }
}
- return 0;
+
+ TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
+
+ return i;
}
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
-static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
- enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
+HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
+ UINT mode_idx, struct wined3d_display_mode *mode)
{
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
+ const struct wined3d_adapter *adapter;
+ const struct wined3d_format *format;
+ UINT format_bits;
+ DEVMODEW m;
+ UINT i = 0;
+ int j = 0;
- TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
- iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
+ TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
+ wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
- /* Validate the parameters as much as possible */
- if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
- || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
- {
+ if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
- /* TODO: Store modes per adapter and read it from the adapter structure */
- if (Adapter == 0)
- {
- const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
- UINT format_bits = format->byte_count * CHAR_BIT;
- DEVMODEW DevModeW;
- int ModeIdx = 0;
- UINT i = 0;
- int j = 0;
+ adapter = &wined3d->adapters[adapter_idx];
+ format = wined3d_get_format(&adapter->gl_info, format_id);
+ format_bits = format->byte_count * CHAR_BIT;
- ZeroMemory(&DevModeW, sizeof(DevModeW));
- DevModeW.dmSize = sizeof(DevModeW);
+ memset(&m, 0, sizeof(m));
+ m.dmSize = sizeof(m);
- /* If we are filtering to a specific format (D3D9), then need to skip
- all unrelated modes, but if mode is irrelevant (D3D8), then we can
- just count through the ones with valid bit depths */
- while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
+ while (i <= mode_idx)
+ {
+ if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
{
- if (format_id == WINED3DFMT_UNKNOWN)
- {
- /* This is for D3D8, do not enumerate P8 here */
- if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
- }
- else if (DevModeW.dmBitsPerPel == format_bits)
- {
- ++i;
- }
+ WARN("Invalid mode_idx %u.\n", mode_idx);
+ return WINED3DERR_INVALIDCALL;
}
- if (!i)
+ if (m.dmFields & DM_DISPLAYFLAGS)
{
- TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
- return WINED3DERR_INVALIDCALL;
+ if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
+ && (m.u2.dmDisplayFlags & DM_INTERLACED))
+ continue;
+
+ if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
+ && !(m.u2.dmDisplayFlags & DM_INTERLACED))
+ continue;
}
- ModeIdx = j - 1;
-
- /* Now get the display mode via the calculated index */
- if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
- pMode->Width = DevModeW.dmPelsWidth;
- pMode->Height = DevModeW.dmPelsHeight;
- pMode->RefreshRate = DEFAULT_REFRESH_RATE;
- if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
- pMode->RefreshRate = DevModeW.dmDisplayFrequency;
-
- if (format_id == WINED3DFMT_UNKNOWN)
- pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
- else
- pMode->Format = format_id;
+
+ if (format_id == WINED3DFMT_UNKNOWN)
+ {
+ /* This is for d3d8, do not enumerate P8 here. */
+ if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
}
- else
+ else if (m.dmBitsPerPel == format_bits)
{
- TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
- return WINED3DERR_INVALIDCALL;
+ ++i;
}
+ }
+
+ mode->width = m.dmPelsWidth;
+ mode->height = m.dmPelsHeight;
+ mode->refresh_rate = DEFAULT_REFRESH_RATE;
+ if (m.dmFields & DM_DISPLAYFREQUENCY)
+ mode->refresh_rate = m.dmDisplayFrequency;
+
+ if (format_id == WINED3DFMT_UNKNOWN)
+ mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
+ else
+ mode->format_id = format_id;
+
+ if (!(m.dmFields & DM_DISPLAYFLAGS))
+ mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
+ else if (m.u2.dmDisplayFlags & DM_INTERLACED)
+ mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
+ else
+ mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
+
+ TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
+ m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
+
+ return WINED3D_OK;
+}
+
+HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
+ struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
+{
+ const struct wined3d_adapter *adapter;
+ DEVMODEW m;
+
+ TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
+ wined3d, adapter_idx, mode, rotation);
+
+ if (!mode || adapter_idx >= wined3d->adapter_count)
+ return WINED3DERR_INVALIDCALL;
+
+ adapter = &wined3d->adapters[adapter_idx];
- TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
- pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
- DevModeW.dmBitsPerPel);
+ memset(&m, 0, sizeof(m));
+ m.dmSize = sizeof(m);
+ EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
+ mode->width = m.dmPelsWidth;
+ mode->height = m.dmPelsHeight;
+ mode->refresh_rate = DEFAULT_REFRESH_RATE;
+ if (m.dmFields & DM_DISPLAYFREQUENCY)
+ mode->refresh_rate = m.dmDisplayFrequency;
+ mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
+
+ /* Lie about the format. X11 can't change the color depth, and some apps
+ * are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
+ * that GetDisplayMode still returns 24 bpp. This should probably be
+ * handled in winex11 instead. */
+ if (adapter->screen_format && adapter->screen_format != mode->format_id)
+ {
+ WARN("Overriding format %s with stored format %s.\n",
+ debug_d3dformat(mode->format_id),
+ debug_d3dformat(adapter->screen_format));
+ mode->format_id = adapter->screen_format;
}
+
+ if (!(m.dmFields & DM_DISPLAYFLAGS))
+ mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
+ else if (m.u2.dmDisplayFlags & DM_INTERLACED)
+ mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
else
+ mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
+
+ if (rotation)
{
- FIXME_(d3d_caps)("Adapter not primary display\n");
+ switch (m.u1.s2.dmDisplayOrientation)
+ {
+ case DMDO_DEFAULT:
+ *rotation = WINED3D_DISPLAY_ROTATION_0;
+ break;
+ case DMDO_90:
+ *rotation = WINED3D_DISPLAY_ROTATION_90;
+ break;
+ case DMDO_180:
+ *rotation = WINED3D_DISPLAY_ROTATION_180;
+ break;
+ case DMDO_270:
+ *rotation = WINED3D_DISPLAY_ROTATION_270;
+ break;
+ default:
+ FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
+ *rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
+ break;
+ }
}
+ TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
+ mode->refresh_rate, debug_d3dformat(mode->format_id),
+ mode->scanline_ordering);
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
+HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
+ UINT adapter_idx, const struct wined3d_display_mode *mode)
{
- TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
+ struct wined3d_display_mode current_mode;
+ const struct wined3d_format *format;
+ struct wined3d_adapter *adapter;
+ DEVMODEW devmode;
+ RECT clip_rc;
+ HRESULT hr;
+ LONG ret;
+
+ TRACE("wined3d %p, adapter_idx %u, mode %p (%ux%u@%u %s %#x).\n", wined3d, adapter_idx, mode,
+ mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id),
+ mode->scanline_ordering);
- if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- if (Adapter == 0) { /* Display */
- int bpp = 0;
- DEVMODEW DevModeW;
+ adapter = &wined3d->adapters[adapter_idx];
+ format = wined3d_get_format(&adapter->gl_info, mode->format_id);
- ZeroMemory(&DevModeW, sizeof(DevModeW));
- DevModeW.dmSize = sizeof(DevModeW);
+ memset(&devmode, 0, sizeof(devmode));
+ devmode.dmSize = sizeof(devmode);
+ devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
+ devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
+ devmode.dmPelsWidth = mode->width;
+ devmode.dmPelsHeight = mode->height;
- EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
- pMode->Width = DevModeW.dmPelsWidth;
- pMode->Height = DevModeW.dmPelsHeight;
- bpp = DevModeW.dmBitsPerPel;
- pMode->RefreshRate = DEFAULT_REFRESH_RATE;
- if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
+ devmode.dmDisplayFrequency = mode->refresh_rate;
+ if (mode->refresh_rate)
+ devmode.dmFields |= DM_DISPLAYFREQUENCY;
+
+ if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
+ {
+ devmode.dmFields |= DM_DISPLAYFLAGS;
+ if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
+ devmode.u2.dmDisplayFlags |= DM_INTERLACED;
+ }
+
+ /* Only change the mode if necessary. */
+ if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, ¤t_mode, NULL)))
+ {
+ ERR("Failed to get current display mode, hr %#x.\n", hr);
+ }
+ else if (current_mode.width == mode->width
+ && current_mode.height == mode->height
+ && current_mode.format_id == mode->format_id
+ && (current_mode.refresh_rate == mode->refresh_rate
+ || !mode->refresh_rate)
+ && (current_mode.scanline_ordering == mode->scanline_ordering
+ || mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_UNKNOWN))
+ {
+ TRACE("Skipping redundant mode setting call.\n");
+ return WINED3D_OK;
+ }
+
+ ret = ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
+ if (ret != DISP_CHANGE_SUCCESSFUL)
+ {
+ if (devmode.dmDisplayFrequency)
{
- pMode->RefreshRate = DevModeW.dmDisplayFrequency;
+ WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
+ devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
+ devmode.dmDisplayFrequency = 0;
+ ret = ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
}
-
- pMode->Format = pixelformat_for_depth(bpp);
- } else {
- FIXME_(d3d_caps)("Adapter not primary display\n");
+ if (ret != DISP_CHANGE_SUCCESSFUL)
+ return WINED3DERR_NOTAVAILABLE;
}
- TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
- pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
+ /* Store the new values. */
+ adapter->screen_format = mode->format_id;
+
+ /* And finally clip mouse to our screen. */
+ SetRect(&clip_rc, 0, 0, mode->width, mode->height);
+ ClipCursor(&clip_rc);
+
return WINED3D_OK;
}
/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
and fields being inserted in the middle, a new structure is used in place */
-static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
- WINED3DADAPTER_IDENTIFIER* pIdentifier) {
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- struct wined3d_adapter *adapter;
+HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
+ UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
+{
+ const struct wined3d_adapter *adapter;
size_t len;
- TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
+ TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
+ wined3d, adapter_idx, flags, identifier);
- if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
- adapter = &This->adapters[Adapter];
+ adapter = &wined3d->adapters[adapter_idx];
- /* Return the information requested */
- TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
-
- if (pIdentifier->driver_size)
+ if (identifier->driver_size)
{
const char *name = adapter->driver_info.name;
- len = min(strlen(name), pIdentifier->driver_size - 1);
- memcpy(pIdentifier->driver, name, len);
- pIdentifier->driver[len] = '\0';
+ len = min(strlen(name), identifier->driver_size - 1);
+ memcpy(identifier->driver, name, len);
+ identifier->driver[len] = '\0';
}
- if (pIdentifier->description_size)
+ if (identifier->description_size)
{
const char *description = adapter->driver_info.description;
- len = min(strlen(description), pIdentifier->description_size - 1);
- memcpy(pIdentifier->description, description, len);
- pIdentifier->description[len] = '\0';
+ len = min(strlen(description), identifier->description_size - 1);
+ memcpy(identifier->description, description, len);
+ identifier->description[len] = '\0';
}
/* Note that d3d8 doesn't supply a device name. */
- if (pIdentifier->device_name_size)
+ if (identifier->device_name_size)
{
- static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
-
- len = strlen(device_name);
- if (len >= pIdentifier->device_name_size)
+ if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
+ identifier->device_name_size, NULL, NULL))
{
- ERR("Device name size too small.\n");
+ ERR("Failed to convert device name, last error %#x.\n", GetLastError());
return WINED3DERR_INVALIDCALL;
}
-
- memcpy(pIdentifier->device_name, device_name, len);
- pIdentifier->device_name[len] = '\0';
}
- pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
- pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
- pIdentifier->vendor_id = adapter->driver_info.vendor;
- pIdentifier->device_id = adapter->driver_info.device;
- pIdentifier->subsystem_id = 0;
- pIdentifier->revision = 0;
- memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
- pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
- memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
- pIdentifier->video_memory = adapter->TextureRam;
+ identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
+ identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
+ identifier->vendor_id = adapter->driver_info.vendor;
+ identifier->device_id = adapter->driver_info.device;
+ identifier->subsystem_id = 0;
+ identifier->revision = 0;
+ memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
+ identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
+ memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
+ identifier->video_memory = adapter->TextureRam;
return WINED3D_OK;
}
-static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
- const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
+HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
+ struct wined3d_raster_status *raster_status)
{
- short redSize, greenSize, blueSize, alphaSize, colorBits;
+ LONGLONG freq_per_frame, freq_per_line;
+ LARGE_INTEGER counter, freq_per_sec;
+ struct wined3d_display_mode mode;
+ static UINT once;
+
+ if (!once++)
+ FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
+ wined3d, adapter_idx, raster_status);
+ else
+ WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
+ wined3d, adapter_idx, raster_status);
- if(!cfg)
- return FALSE;
+ /* Obtaining the raster status is a widely implemented but optional
+ * feature. When this method returns OK StarCraft 2 expects the
+ * raster_status->InVBlank value to actually change over time.
+ * And Endless Alice Crysis doesn't care even if this method fails.
+ * Thus this method returns OK and fakes raster_status by
+ * QueryPerformanceCounter. */
+
+ if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
+ return WINED3DERR_INVALIDCALL;
+ if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
+ return WINED3DERR_INVALIDCALL;
+ if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
+ mode.refresh_rate = 60;
+
+ freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
+ /* Assume 20 scan lines in the vertical blank. */
+ freq_per_line = freq_per_frame / (mode.height + 20);
+ raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
+ if (raster_status->scan_line < mode.height)
+ raster_status->in_vblank = FALSE;
+ else
+ {
+ raster_status->scan_line = 0;
+ raster_status->in_vblank = TRUE;
+ }
+
+ TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
+ raster_status->in_vblank, raster_status->scan_line);
+
+ return WINED3D_OK;
+}
+
+static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
+{
+ BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
/* Float formats need FBOs. If FBOs are used this function isn't called */
- if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
+ if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
return FALSE;
}
-static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
- const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
+static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
{
- short depthSize, stencilSize;
+ BYTE depthSize, stencilSize;
BOOL lockable = FALSE;
- if(!cfg)
- return FALSE;
-
if (!getDepthStencilBits(format, &depthSize, &stencilSize))
{
ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
}
/* Float formats need FBOs. If FBOs are used this function isn't called */
- if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
+ if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
lockable = TRUE;
return TRUE;
}
-static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
- UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
- enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
+HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
+ UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
+ enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
{
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- int nCfgs;
- const WineD3D_PixelFormat *cfgs;
- const struct wined3d_adapter *adapter;
const struct wined3d_format *rt_format;
const struct wined3d_format *ds_format;
- int it;
+ const struct wined3d_adapter *adapter;
- WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
- This, Adapter,
- DeviceType, debug_d3ddevicetype(DeviceType),
- AdapterFormat, debug_d3dformat(AdapterFormat),
- RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
- DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
+ TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
+ "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
+ wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
+ debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
- if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
- TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
- adapter = &This->adapters[Adapter];
- rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
- ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
+ adapter = &wined3d->adapters[adapter_idx];
+ rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
+ ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
- && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
+ && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
- TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
+ TRACE("Formats match.\n");
return WINED3D_OK;
}
}
else
{
+ const struct wined3d_pixel_format *cfgs;
+ unsigned int cfg_count;
+ unsigned int i;
+
cfgs = adapter->cfgs;
- nCfgs = adapter->nCfgs;
- for (it = 0; it < nCfgs; ++it)
+ cfg_count = adapter->cfg_count;
+ for (i = 0; i < cfg_count; ++i)
{
- if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
+ if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
+ && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
{
- if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
- {
- TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
- return WINED3D_OK;
- }
+ TRACE("Formats match.\n");
+ return WINED3D_OK;
}
}
}
- WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
+
+ TRACE("Unsupported format pair: %s and %s.\n",
+ debug_d3dformat(render_target_format_id),
+ debug_d3dformat(depth_stencil_format_id));
return WINED3DERR_NOTAVAILABLE;
}
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
- WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
- WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
+HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
+ enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
{
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- const struct wined3d_adapter *adapter;
- const struct wined3d_format *format;
+ const struct wined3d_gl_info *gl_info;
- TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
- This,
- Adapter,
- DeviceType, debug_d3ddevicetype(DeviceType),
- SurfaceFormat, debug_d3dformat(SurfaceFormat),
- Windowed,
- MultiSampleType,
- pQualityLevels);
+ TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
+ "windowed %#x, multisample_type %#x, quality_levels %p.\n",
+ wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
+ windowed, multisample_type, quality_levels);
- if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
-
- /* TODO: handle Windowed, add more quality levels */
-
- if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
- if(pQualityLevels) *pQualityLevels = 1;
- return WINED3D_OK;
- }
-
- /* By default multisampling is disabled right now as it causes issues
- * on some Nvidia driver versions and it doesn't work well in combination
- * with FBOs yet. */
- if(!wined3d_settings.allow_multisampling)
- return WINED3DERR_NOTAVAILABLE;
- adapter = &This->adapters[Adapter];
- format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
- if (!format) return WINED3DERR_INVALIDCALL;
+ gl_info = &wined3d->adapters[adapter_idx].gl_info;
- if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ if (multisample_type > gl_info->limits.samples)
{
- int i, nCfgs;
- const WineD3D_PixelFormat *cfgs;
+ TRACE("Returning not supported.\n");
+ if (quality_levels)
+ *quality_levels = 0;
- cfgs = adapter->cfgs;
- nCfgs = adapter->nCfgs;
- for(i=0; i<nCfgs; i++) {
- if(cfgs[i].numSamples != MultiSampleType)
- continue;
-
- if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
- continue;
-
- TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
-
- if(pQualityLevels)
- *pQualityLevels = 1; /* Guess at a value! */
- return WINED3D_OK;
- }
+ return WINED3DERR_NOTAVAILABLE;
}
- else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
- {
- short redSize, greenSize, blueSize, alphaSize, colorBits;
- int i, nCfgs;
- const WineD3D_PixelFormat *cfgs;
-
- if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
- {
- ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
- return WINED3DERR_NOTAVAILABLE;
- }
-
- cfgs = adapter->cfgs;
- nCfgs = adapter->nCfgs;
- for(i=0; i<nCfgs; i++) {
- if(cfgs[i].numSamples != MultiSampleType)
- continue;
- if(cfgs[i].redSize != redSize)
- continue;
- if(cfgs[i].greenSize != greenSize)
- continue;
- if(cfgs[i].blueSize != blueSize)
- continue;
- /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
- if(alphaSize && cfgs[i].alphaSize != alphaSize)
- continue;
- if (cfgs[i].colorSize != (format->byte_count << 3))
- continue;
- TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
-
- if(pQualityLevels)
- *pQualityLevels = 1; /* Guess at a value! */
- return WINED3D_OK;
- }
+ if (quality_levels)
+ {
+ if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
+ /* FIXME: This is probably wrong. */
+ *quality_levels = gl_info->limits.samples;
+ else
+ *quality_levels = 1;
}
- return WINED3DERR_NOTAVAILABLE;
-}
-/* Check if we support bumpmapping for a format */
-static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- /* Ask the fixed function pipeline implementation if it can deal
- * with the conversion. If we've got a GL extension giving native
- * support this will be an identity conversion. */
- return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
- && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
+ return WINED3D_OK;
}
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
-static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
+static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
{
- int it=0;
-
/* Only allow depth/stencil formats */
if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
+ /* Blacklist formats not supported on Windows */
+ switch (ds_format->id)
+ {
+ case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
+ case WINED3DFMT_S4X4_UINT_D24_UNORM:
+ TRACE("[FAILED] - not supported on windows.\n");
+ return FALSE;
+
+ default:
+ break;
+ }
+
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
/* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
- if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
+ if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
}
else
{
+ unsigned int i;
+
/* Walk through all WGL pixel formats to find a match */
- for (it = 0; it < adapter->nCfgs; ++it)
+ for (i = 0; i < adapter->cfg_count; ++i)
{
- WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
- if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
- {
- if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
- {
- return TRUE;
- }
- }
+ const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
+ if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
+ && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
+ return TRUE;
}
}
return FALSE;
}
-static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- /* The flags entry of a format contains the filtering capability */
- if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
-
- return FALSE;
-}
-
/* Check the render target capabilities of a format */
-static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
+static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
{
/* Filter out non-RT formats */
- if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
+ if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
- WineD3D_PixelFormat *cfgs = adapter->cfgs;
- int it;
- short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
- short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
+ BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
+ BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
+ const struct wined3d_pixel_format *cfgs = adapter->cfgs;
+ unsigned int i;
getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
/* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
* The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
- if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
- TRACE_(d3d_caps)("[FAILED]\n");
+ if (!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue)))
+ {
+ TRACE("[FAILED]\n");
return FALSE;
}
/* Check if there is a WGL pixel format matching the requirements, the format should also be window
* drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
- for (it = 0; it < adapter->nCfgs; ++it)
+ for (i = 0; i < adapter->cfg_count; ++i)
{
- if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
- &cfgs[it], check_format))
+ if (cfgs[i].windowDrawable
+ && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
{
- TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
- cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
+ TRACE("Pixel format %d is compatible with format %s.\n",
+ cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
return TRUE;
}
}
return FALSE;
}
-static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
-}
-
-static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
- * doing the color fixup in shaders.
- * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
- if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
- {
- int vs_selected_mode;
- int ps_selected_mode;
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
-
- if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- }
-
- TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
- return FALSE;
-}
-
-/* Check if a format support blending in combination with pixel shaders */
-static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
- const struct wined3d_format *format)
-{
- /* The flags entry of a format contains the post pixel shader blending capability */
- if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
-
- return FALSE;
-}
-
-static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
- * but we have to report mipmapping so we cannot reject this flag. Tests show that
- * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
- * that wrapping is supported. The lack of filtering will sort out the mipmapping
- * capability anyway.
- *
- * For now lets report this on all formats, but in the future we may want to
- * restrict it to some should games need that
- */
- return TRUE;
-}
-
-/* Check if a texture format is supported on the given adapter */
-static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
-
- switch (format->id)
- {
- /*****
- * supported: RGB(A) formats
- */
- case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
- case WINED3DFMT_B8G8R8A8_UNORM:
- case WINED3DFMT_B8G8R8X8_UNORM:
- case WINED3DFMT_B5G6R5_UNORM:
- case WINED3DFMT_B5G5R5X1_UNORM:
- case WINED3DFMT_B5G5R5A1_UNORM:
- case WINED3DFMT_B4G4R4A4_UNORM:
- case WINED3DFMT_A8_UNORM:
- case WINED3DFMT_B4G4R4X4_UNORM:
- case WINED3DFMT_R8G8B8A8_UNORM:
- case WINED3DFMT_R8G8B8X8_UNORM:
- case WINED3DFMT_B10G10R10A2_UNORM:
- case WINED3DFMT_R10G10B10A2_UNORM:
- case WINED3DFMT_R16G16_UNORM:
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
-
- case WINED3DFMT_B2G3R3_UNORM:
- TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
- return FALSE;
-
- /*****
- * Not supported: Palettized
- * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
- * Since it is not widely available, don't offer it. Further no Windows driver offers
- * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
- */
- case WINED3DFMT_P8_UINT:
- case WINED3DFMT_P8_UINT_A8_UNORM:
- return FALSE;
-
- /*****
- * Supported: (Alpha)-Luminance
- */
- case WINED3DFMT_L8_UNORM:
- case WINED3DFMT_L8A8_UNORM:
- case WINED3DFMT_L16_UNORM:
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
-
- /* Not supported on Windows, thus disabled */
- case WINED3DFMT_L4A4_UNORM:
- TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
- return FALSE;
-
- /*****
- * Supported: Depth/Stencil formats
- */
- case WINED3DFMT_D16_LOCKABLE:
- case WINED3DFMT_D16_UNORM:
- case WINED3DFMT_S1_UINT_D15_UNORM:
- case WINED3DFMT_X8D24_UNORM:
- case WINED3DFMT_S4X4_UINT_D24_UNORM:
- case WINED3DFMT_D24_UNORM_S8_UINT:
- case WINED3DFMT_S8_UINT_D24_FLOAT:
- case WINED3DFMT_D32_UNORM:
- case WINED3DFMT_D32_FLOAT:
- return TRUE;
-
- /*****
- * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
- * GL_NV_texture_shader). Emulated by shaders
- */
- case WINED3DFMT_R8G8_SNORM:
- case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
- case WINED3DFMT_R5G5_SNORM_L6_UNORM:
- case WINED3DFMT_R8G8B8A8_SNORM:
- case WINED3DFMT_R16G16_SNORM:
- /* Ask the shader backend if it can deal with the conversion. If
- * we've got a GL extension giving native support this will be an
- * identity conversion. */
- if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- case WINED3DFMT_DXT1:
- case WINED3DFMT_DXT2:
- case WINED3DFMT_DXT3:
- case WINED3DFMT_DXT4:
- case WINED3DFMT_DXT5:
- if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
-
- /*****
- * Odd formats - not supported
- */
- case WINED3DFMT_VERTEXDATA:
- case WINED3DFMT_R16_UINT:
- case WINED3DFMT_R32_UINT:
- case WINED3DFMT_R16G16B16A16_SNORM:
- case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
- case WINED3DFMT_R10G11B11_SNORM:
- TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
- return FALSE;
-
- /*****
- * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
- */
- case WINED3DFMT_R8G8_SNORM_Cx:
- TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
- return FALSE;
-
- /* YUV formats */
- case WINED3DFMT_UYVY:
- case WINED3DFMT_YUY2:
- if (gl_info->supported[APPLE_YCBCR_422])
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
- case WINED3DFMT_YV12:
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- /* Not supported */
- case WINED3DFMT_R16G16B16A16_UNORM:
- case WINED3DFMT_B2G3R3A8_UNORM:
- TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
- return FALSE;
-
- /* Floating point formats */
- case WINED3DFMT_R16_FLOAT:
- case WINED3DFMT_R16G16_FLOAT:
- case WINED3DFMT_R16G16B16A16_FLOAT:
- if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- case WINED3DFMT_R32_FLOAT:
- case WINED3DFMT_R32G32_FLOAT:
- case WINED3DFMT_R32G32B32A32_FLOAT:
- if (gl_info->supported[ARB_TEXTURE_FLOAT])
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
- * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
- * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
- * We can do instancing with all shader versions, but we need vertex shaders.
- *
- * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
- * to enable instancing. WineD3D doesn't need that and just ignores it.
- *
- * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
- */
- case WINED3DFMT_INST:
- TRACE("ATI Instancing check hack\n");
- if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- /* Some weird FOURCC formats */
- case WINED3DFMT_R8G8_B8G8:
- case WINED3DFMT_G8R8_G8B8:
- case WINED3DFMT_MULTI2_ARGB8:
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- /* Vendor specific formats */
- case WINED3DFMT_ATI2N:
- if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
- || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
- {
- if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
- && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
-
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
- * format MAKEFOURCC('N','V','D','B') is used.
- * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
- * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
- * to test value.
- */
- case WINED3DFMT_NVDB:
- if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
- {
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- case WINED3DFMT_NVHU:
- case WINED3DFMT_NVHS:
- /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
- * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
- * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
- * ATI refused to support formats which can easilly be emulated with pixel shaders, so
- * Applications have to deal with not having NVHS and NVHU.
- */
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
-
- case WINED3DFMT_UNKNOWN:
- return FALSE;
-
- default:
- ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
- break;
- }
- return FALSE;
-}
-
-static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
+static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format,
- const struct wined3d_format *check_format,
- WINED3DSURFTYPE SurfaceType)
+ const struct wined3d_format *check_format, BOOL no3d)
{
- if (SurfaceType == SURFACE_GDI)
+ if (no3d)
{
switch (check_format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
+ TRACE("[FAILED] - Not enumerated on Windows.\n");
+ return FALSE;
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
case WINED3DFMT_P8_UINT:
- TRACE_(d3d_caps)("[OK]\n");
+ TRACE("[OK]\n");
return TRUE;
default:
- TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
+ TRACE("[FAILED] - Not available on GDI surfaces.\n");
return FALSE;
}
}
- /* All format that are supported for textures are supported for surfaces as well */
- if (CheckTextureCapability(adapter, check_format)) return TRUE;
+ /* All formats that are supported for textures are supported for surfaces
+ * as well. */
+ if (check_format->flags & WINED3DFMT_FLAG_TEXTURE)
+ return TRUE;
/* All depth stencil formats are supported on surfaces */
if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
/* If opengl can't process the format natively, the blitter may be able to convert it */
- if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
- NULL, WINED3DPOOL_DEFAULT, 0, check_format,
- NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
+ if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
+ NULL, WINED3D_POOL_DEFAULT, 0, check_format,
+ NULL, WINED3D_POOL_DEFAULT, 0, adapter_format))
{
- TRACE_(d3d_caps)("[OK]\n");
+ TRACE("[OK]\n");
return TRUE;
}
/* Reject other formats */
- TRACE_(d3d_caps)("[FAILED]\n");
+ TRACE("[FAILED]\n");
return FALSE;
}
-static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
- const struct wined3d_format *format)
-{
- return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
-}
-
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
- enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
- enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
+/* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we
+ * have to report mipmapping so we cannot reject WRAPANDMIP. Tests show that
+ * Windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to
+ * show that wrapping is supported. The lack of filtering will sort out the
+ * mipmapping capability anyway.
+ *
+ * For now lets report this on all formats, but in the future we may want to
+ * restrict it to some should applications need that. */
+HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
+ enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
{
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- struct wined3d_adapter *adapter = &This->adapters[Adapter];
+ const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
- const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
- DWORD UsageCaps = 0;
-
- TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
- This,
- Adapter,
- DeviceType, debug_d3ddevicetype(DeviceType),
- AdapterFormat, debug_d3dformat(AdapterFormat),
- Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
- RType, debug_d3dresourcetype(RType),
- CheckFormat, debug_d3dformat(CheckFormat));
-
- if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
+ const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
+ const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
+ DWORD format_flags = 0;
+ DWORD allowed_usage;
+
+ TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
+ "resource_type %s, check_format %s.\n",
+ wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
+ debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
+ debug_d3dformat(check_format_id));
+
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
- switch (RType)
+ switch (resource_type)
{
- case WINED3DRTYPE_CUBETEXTURE:
- /* Cubetexture allows:
- * - WINED3DUSAGE_AUTOGENMIPMAP
- * - WINED3DUSAGE_DEPTHSTENCIL
- * - WINED3DUSAGE_DYNAMIC
- * - WINED3DUSAGE_NONSECURE (d3d9ex)
- * - WINED3DUSAGE_RENDERTARGET
- * - WINED3DUSAGE_SOFTWAREPROCESSING
- * - WINED3DUSAGE_QUERY_WRAPANDMIP
- */
- if (SurfaceType != SURFACE_OPENGL)
- {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
+ case WINED3D_RTYPE_CUBE_TEXTURE:
if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
- TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- if (!CheckTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
+ TRACE("[FAILED] - No cube texture support.\n");
return WINED3DERR_NOTAVAILABLE;
}
- if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
- {
- if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
- /* When autogenmipmap isn't around continue and return
- * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
- TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
- else
- UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
- }
-
- /* Always report dynamic locking. */
- if (Usage & WINED3DUSAGE_DYNAMIC)
- UsageCaps |= WINED3DUSAGE_DYNAMIC;
-
- if (Usage & WINED3DUSAGE_RENDERTARGET)
- {
- if (!CheckRenderTargetCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_RENDERTARGET;
- }
-
- /* Always report software processing. */
- if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
- UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
-
- if (Usage & WINED3DUSAGE_QUERY_FILTER)
- {
- if (!CheckFilterCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
- {
- if (!CheckPostPixelShaderBlendingCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
- {
- if (!CheckSrgbReadCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
- {
- if (!CheckSrgbWriteCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
- {
- if (!CheckVertexTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
- {
- if (!CheckWrapAndMipCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
- }
+ format_flags |= WINED3DFMT_FLAG_TEXTURE;
+ allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
+ | WINED3DUSAGE_DYNAMIC
+ | WINED3DUSAGE_RENDERTARGET
+ | WINED3DUSAGE_SOFTWAREPROCESSING
+ | WINED3DUSAGE_QUERY_FILTER
+ | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
+ | WINED3DUSAGE_QUERY_SRGBREAD
+ | WINED3DUSAGE_QUERY_SRGBWRITE
+ | WINED3DUSAGE_QUERY_VERTEXTEXTURE
+ | WINED3DUSAGE_QUERY_WRAPANDMIP;
break;
- case WINED3DRTYPE_SURFACE:
- /* Surface allows:
- * - WINED3DUSAGE_DEPTHSTENCIL
- * - WINED3DUSAGE_NONSECURE (d3d9ex)
- * - WINED3DUSAGE_RENDERTARGET
- */
- if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
+ case WINED3D_RTYPE_SURFACE:
+ if (!CheckSurfaceCapability(adapter, adapter_format, format, wined3d->flags & WINED3D_NO3D))
{
- TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
+ TRACE("[FAILED] - Not supported for plain surfaces.\n");
return WINED3DERR_NOTAVAILABLE;
}
- if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
- {
- if (!CheckDepthStencilCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
- }
-
- if (Usage & WINED3DUSAGE_RENDERTARGET)
- {
- if (!CheckRenderTargetCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_RENDERTARGET;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
- {
- if (!CheckPostPixelShaderBlendingCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- }
+ allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
+ | WINED3DUSAGE_RENDERTARGET
+ | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
break;
- case WINED3DRTYPE_TEXTURE:
- /* Texture allows:
- * - WINED3DUSAGE_AUTOGENMIPMAP
- * - WINED3DUSAGE_DEPTHSTENCIL
- * - WINED3DUSAGE_DMAP
- * - WINED3DUSAGE_DYNAMIC
- * - WINED3DUSAGE_NONSECURE (d3d9ex)
- * - WINED3DUSAGE_RENDERTARGET
- * - WINED3DUSAGE_SOFTWAREPROCESSING
- * - WINED3DUSAGE_TEXTAPI (d3d9ex)
- * - WINED3DUSAGE_QUERY_WRAPANDMIP
- */
- if (SurfaceType != SURFACE_OPENGL)
- {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- if (!CheckTextureCapability(adapter, format))
+ case WINED3D_RTYPE_TEXTURE:
+ if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && (format->flags & WINED3DFMT_FLAG_SHADOW)
+ && !gl_info->supported[ARB_SHADOW])
{
- TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
+ TRACE("[FAILED] - No shadow sampler support.\n");
return WINED3DERR_NOTAVAILABLE;
}
- if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
- {
- if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
- /* When autogenmipmap isn't around continue and return
- * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
- TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
- else
- UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
- }
-
- /* Always report dynamic locking. */
- if (Usage & WINED3DUSAGE_DYNAMIC)
- UsageCaps |= WINED3DUSAGE_DYNAMIC;
-
- if (Usage & WINED3DUSAGE_RENDERTARGET)
- {
- if (!CheckRenderTargetCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_RENDERTARGET;
- }
-
- /* Always report software processing. */
- if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
- UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
-
- if (Usage & WINED3DUSAGE_QUERY_FILTER)
- {
- if (!CheckFilterCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
- {
- if (!CheckBumpMapCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
- {
- if (!CheckPostPixelShaderBlendingCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
- {
- if (!CheckSrgbReadCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
- {
- if (!CheckSrgbWriteCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
- {
- if (!CheckVertexTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
- }
-
- if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
- {
- if (!CheckWrapAndMipCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
- }
-
- if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
- {
- if (!CheckDepthStencilCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
- {
- TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
- }
+ format_flags |= WINED3DFMT_FLAG_TEXTURE;
+ allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
+ | WINED3DUSAGE_DEPTHSTENCIL
+ | WINED3DUSAGE_DYNAMIC
+ | WINED3DUSAGE_RENDERTARGET
+ | WINED3DUSAGE_SOFTWAREPROCESSING
+ | WINED3DUSAGE_QUERY_FILTER
+ | WINED3DUSAGE_QUERY_LEGACYBUMPMAP
+ | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
+ | WINED3DUSAGE_QUERY_SRGBREAD
+ | WINED3DUSAGE_QUERY_SRGBWRITE
+ | WINED3DUSAGE_QUERY_VERTEXTEXTURE
+ | WINED3DUSAGE_QUERY_WRAPANDMIP;
break;
- case WINED3DRTYPE_VOLUMETEXTURE:
- case WINED3DRTYPE_VOLUME:
+ case WINED3D_RTYPE_VOLUME_TEXTURE:
+ case WINED3D_RTYPE_VOLUME:
/* Volume is to VolumeTexture what Surface is to Texture, but its
* usage caps are not documented. Most driver seem to offer
- * (nearly) the same on Volume and VolumeTexture, so do that too.
- *
- * Volumetexture allows:
- * - D3DUSAGE_DYNAMIC
- * - D3DUSAGE_NONSECURE (d3d9ex)
- * - D3DUSAGE_SOFTWAREPROCESSING
- * - D3DUSAGE_QUERY_WRAPANDMIP
- */
- if (SurfaceType != SURFACE_OPENGL)
- {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
+ * (nearly) the same on Volume and VolumeTexture, so do that too. */
if (!gl_info->supported[EXT_TEXTURE3D])
{
- TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- if (!CheckTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
+ TRACE("[FAILED] - No volume texture support.\n");
return WINED3DERR_NOTAVAILABLE;
}
* it would be a big performance hit. Unless we hit an application
* needing one of those formats, don't advertize them to avoid
* leading applications into temptation. The windows drivers don't
- * support most of those formats on volumes anyway, except for
- * WINED3DFMT_R32_FLOAT. */
- switch (CheckFormat)
+ * support most of those formats on volumes anyway. */
+ if (format->convert)
{
- case WINED3DFMT_P8_UINT:
- case WINED3DFMT_L4A4_UNORM:
- case WINED3DFMT_R32_FLOAT:
- case WINED3DFMT_R16_FLOAT:
- case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
- case WINED3DFMT_R5G5_SNORM_L6_UNORM:
- case WINED3DFMT_R16G16_UNORM:
- TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
- return WINED3DERR_NOTAVAILABLE;
-
- case WINED3DFMT_R8G8B8A8_SNORM:
- case WINED3DFMT_R16G16_SNORM:
- if (!gl_info->supported[NV_TEXTURE_SHADER])
- {
- TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- break;
-
- case WINED3DFMT_R8G8_SNORM:
- if (!gl_info->supported[NV_TEXTURE_SHADER])
- {
- TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- break;
+ TRACE("[FAILED] - No converted formats on volumes.\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ /* The GL_EXT_texture_compression_s3tc spec requires that loading
+ * an s3tc compressed texture results in an error. While the D3D
+ * refrast does support s3tc volumes, at least the nvidia Windows
+ * driver does not, so we're free not to support this format. */
+ switch (check_format_id)
+ {
case WINED3DFMT_DXT1:
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
case WINED3DFMT_DXT4:
case WINED3DFMT_DXT5:
- /* The GL_EXT_texture_compression_s3tc spec requires that
- * loading an s3tc compressed texture results in an error.
- * While the D3D refrast does support s3tc volumes, at
- * least the nvidia windows driver does not, so we're free
- * not to support this format. */
- TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
+ TRACE("[FAILED] - DXTn does not support 3D textures.\n");
return WINED3DERR_NOTAVAILABLE;
default:
break;
}
- /* Always report dynamic locking. */
- if (Usage & WINED3DUSAGE_DYNAMIC)
- UsageCaps |= WINED3DUSAGE_DYNAMIC;
-
- /* Always report software processing. */
- if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
- UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
+ format_flags |= WINED3DFMT_FLAG_TEXTURE;
+ allowed_usage = WINED3DUSAGE_DYNAMIC
+ | WINED3DUSAGE_SOFTWAREPROCESSING
+ | WINED3DUSAGE_QUERY_FILTER
+ | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
+ | WINED3DUSAGE_QUERY_SRGBREAD
+ | WINED3DUSAGE_QUERY_SRGBWRITE
+ | WINED3DUSAGE_QUERY_VERTEXTEXTURE
+ | WINED3DUSAGE_QUERY_WRAPANDMIP;
+ break;
- if (Usage & WINED3DUSAGE_QUERY_FILTER)
- {
- if (!CheckFilterCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
- }
+ default:
+ FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
+ return WINED3DERR_NOTAVAILABLE;
+ }
- if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
- {
- if (!CheckPostPixelShaderBlendingCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- }
+ if ((usage & allowed_usage) != usage)
+ {
+ TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
+ usage, debug_d3dresourcetype(resource_type), allowed_usage);
+ return WINED3DERR_NOTAVAILABLE;
+ }
- if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
- {
- if (!CheckSrgbReadCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
- }
+ if (usage & WINED3DUSAGE_QUERY_FILTER)
+ format_flags |= WINED3DFMT_FLAG_FILTERING;
+ if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
+ format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
+ if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
+ format_flags |= WINED3DFMT_FLAG_SRGB_READ;
+ if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
+ format_flags |= WINED3DFMT_FLAG_SRGB_WRITE;
+ if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
+ format_flags |= WINED3DFMT_FLAG_VTF;
+ if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
+ format_flags |= WINED3DFMT_FLAG_BUMPMAP;
- if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
- {
- if (!CheckSrgbWriteCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
- }
+ if ((format->flags & format_flags) != format_flags)
+ {
+ TRACE("Requested format flags %#x, but format %s only has %#x.\n",
+ format_flags, debug_d3dformat(check_format_id), format->flags);
+ return WINED3DERR_NOTAVAILABLE;
+ }
- if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
- {
- if (!CheckVertexTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
- }
+ if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D))
+ {
+ TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
- if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
- {
- if (!CheckWrapAndMipCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
- }
- break;
+ if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
+ && !CheckDepthStencilCapability(adapter, adapter_format, format))
+ {
+ TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
+ debug_d3dformat(check_format_id));
+ return WINED3DERR_NOTAVAILABLE;
+ }
- default:
- FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
- return WINED3DERR_NOTAVAILABLE;
+ if ((usage & WINED3DUSAGE_RENDERTARGET)
+ && !CheckRenderTargetCapability(adapter, adapter_format, format))
+ {
+ TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
+ debug_d3dformat(check_format_id));
+ return WINED3DERR_NOTAVAILABLE;
}
- /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
- * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
- * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
- if (UsageCaps == Usage)
- return WINED3D_OK;
- if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
+ if ((usage & WINED3DUSAGE_AUTOGENMIPMAP) && !gl_info->supported[SGIS_GENERATE_MIPMAP])
+ {
+ TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
return WINED3DOK_NOAUTOGEN;
+ }
- TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
- Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
-
- return WINED3DERR_NOTAVAILABLE;
+ return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
- WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
+HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
{
- FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
- iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
+ FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
+ wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
debug_d3dformat(dst_format));
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
- enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
+HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_device_type device_type, enum wined3d_format_id display_format,
+ enum wined3d_format_id backbuffer_format, BOOL windowed)
{
UINT mode_count;
HRESULT hr;
- TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
- iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
+ TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
+ wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
debug_d3dformat(backbuffer_format), windowed);
- if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
- {
- WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
/* The task of this function is to check whether a certain display / backbuffer format
* combination is available on the given adapter. In fullscreen mode microsoft specified
|| display_format == WINED3DFMT_B8G8R8X8_UNORM
|| display_format == WINED3DFMT_B10G10R10A2_UNORM))
{
- TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
+ TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
/* If the requested display format is not available, don't continue. */
- mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
+ mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx,
+ display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN);
if (!mode_count)
{
- TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
+ TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
* it means 'reuse' the display format for the backbuffer. */
if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
{
- TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
+ TRACE("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
return WINED3DERR_NOTAVAILABLE;
}
* backbuffer format WINED3DFMT_B5G6R5_UNORM. */
if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
{
- TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
+ TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B5G5R5X1_UNORM
&& !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
{
- TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
+ TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B8G8R8X8_UNORM
&& !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
{
- TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
+ TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B10G10R10A2_UNORM
&& (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
{
- TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
+ TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
/* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
- hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
- WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
+ hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
+ WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format);
if (FAILED(hr))
- TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
+ TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return hr;
}
-/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
- subset of a D3DCAPS9 structure. However, it has to come via a void *
- as the d3d8 interface cannot import the d3d9 header */
-static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
-
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- struct wined3d_adapter *adapter = &This->adapters[Adapter];
+HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
+ enum wined3d_device_type device_type, WINED3DCAPS *caps)
+{
+ const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- int vs_selected_mode;
- int ps_selected_mode;
struct shader_caps shader_caps;
struct fragment_caps fragment_caps;
+ struct wined3d_vertex_caps vertex_caps;
DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
- TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
+ TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
+ wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
- if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
+ if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
+ caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
+ caps->AdapterOrdinal = adapter_idx;
- /* ------------------------------------------------
- The following fields apply to both d3d8 and d3d9
- ------------------------------------------------ */
- pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
- pCaps->AdapterOrdinal = Adapter;
-
- pCaps->Caps = 0;
- pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
+ caps->Caps = 0;
+ caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
WINED3DCAPS2_FULLSCREENGAMMA |
WINED3DCAPS2_DYNAMICTEXTURES;
if (gl_info->supported[SGIS_GENERATE_MIPMAP])
- {
- pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
- }
+ caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
- pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
+ caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
WINED3DCAPS3_COPY_TO_VIDMEM |
WINED3DCAPS3_COPY_TO_SYSTEMMEM;
- pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
+ caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
WINED3DPRESENT_INTERVAL_ONE;
- pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
+ caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
WINED3DCURSORCAPS_LOWRES;
- pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
+ caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
- WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
- WINED3DDEVCAPS_RTPATCHES;
+ WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
- pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
+ caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
WINED3DPMISCCAPS_CULLCCW |
WINED3DPMISCCAPS_CULLCW |
WINED3DPMISCCAPS_COLORWRITEENABLE |
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
- pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
+ caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
if (gl_info->supported[EXT_DRAW_BUFFERS2])
- pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
+ caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
+ if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
+ caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
- pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
+ caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
WINED3DPRASTERCAPS_PAT |
WINED3DPRASTERCAPS_WFOG |
WINED3DPRASTERCAPS_ZFOG |
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
- pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
+ caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
WINED3DPRASTERCAPS_ZBIAS |
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
}
- if (gl_info->supported[NV_FOG_DISTANCE])
- {
- pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
- }
- /* FIXME Add:
- WINED3DPRASTERCAPS_COLORPERSPECTIVE
- WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
- WINED3DPRASTERCAPS_ANTIALIASEDGES
- WINED3DPRASTERCAPS_ZBUFFERLESSHSR
- WINED3DPRASTERCAPS_WBUFFER */
- pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
+ caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
- pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
+ caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
WINED3DPBLENDCAPS_BOTHSRCALPHA |
WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
- pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
+ caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
if (gl_info->supported[EXT_BLEND_COLOR])
{
- pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
- pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
+ caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
+ caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
}
- pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
+ caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
- pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
+ caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
WINED3DPSHADECAPS_COLORGOURAUDRGB |
WINED3DPSHADECAPS_ALPHAFLATBLEND |
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
WINED3DPSHADECAPS_FOGGOURAUD |
WINED3DPSHADECAPS_SPECULARFLATRGB;
- pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
+ caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
WINED3DPTEXTURECAPS_ALPHAPALETTE |
WINED3DPTEXTURECAPS_TRANSPARENCY |
WINED3DPTEXTURECAPS_BORDER |
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
- pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
+ caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
- pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
- WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
- WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
+ caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
+ WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
+ if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
+ {
+ caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
+ }
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
- pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
- WINED3DPTEXTURECAPS_MIPCUBEMAP |
- WINED3DPTEXTURECAPS_CUBEMAP_POW2;
-
+ caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
+ WINED3DPTEXTURECAPS_MIPCUBEMAP;
+ if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
+ {
+ caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
+ }
}
- pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
+ caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
- pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
+ caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
- pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
+ caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
- pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
+ caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
- } else
- pCaps->CubeTextureFilterCaps = 0;
+ }
+ else
+ {
+ caps->CubeTextureFilterCaps = 0;
+ }
if (gl_info->supported[EXT_TEXTURE3D])
{
- pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
+ caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
- } else
- pCaps->VolumeTextureFilterCaps = 0;
+ }
+ else
+ {
+ caps->VolumeTextureFilterCaps = 0;
+ }
- pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
+ caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
- pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
+ caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
- pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
+ caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
{
- pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
+ caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
- pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
+ caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
- pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
+ caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
- pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
+ caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
{
- pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
+ caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
- } else
- pCaps->VolumeTextureAddressCaps = 0;
+ }
+ else
+ {
+ caps->VolumeTextureAddressCaps = 0;
+ }
- pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
+ caps->LineCaps = WINED3DLINECAPS_TEXTURE |
WINED3DLINECAPS_ZTEST |
WINED3DLINECAPS_BLEND |
WINED3DLINECAPS_ALPHACMP |
* idea how generating the smoothing alpha values works; the result is different
*/
- pCaps->MaxTextureWidth = gl_info->limits.texture_size;
- pCaps->MaxTextureHeight = gl_info->limits.texture_size;
+ caps->MaxTextureWidth = gl_info->limits.texture_size;
+ caps->MaxTextureHeight = gl_info->limits.texture_size;
if (gl_info->supported[EXT_TEXTURE3D])
- pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
+ caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
else
- pCaps->MaxVolumeExtent = 0;
+ caps->MaxVolumeExtent = 0;
- pCaps->MaxTextureRepeat = 32768;
- pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
- pCaps->MaxVertexW = 1.0f;
+ caps->MaxTextureRepeat = 32768;
+ caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
+ caps->MaxVertexW = 1.0f;
- pCaps->GuardBandLeft = 0.0f;
- pCaps->GuardBandTop = 0.0f;
- pCaps->GuardBandRight = 0.0f;
- pCaps->GuardBandBottom = 0.0f;
+ caps->GuardBandLeft = 0.0f;
+ caps->GuardBandTop = 0.0f;
+ caps->GuardBandRight = 0.0f;
+ caps->GuardBandBottom = 0.0f;
- pCaps->ExtentsAdjust = 0.0f;
+ caps->ExtentsAdjust = 0.0f;
- pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
+ caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
WINED3DSTENCILCAPS_INCRSAT |
WINED3DSTENCILCAPS_INVERT |
WINED3DSTENCILCAPS_KEEP |
WINED3DSTENCILCAPS_ZERO;
if (gl_info->supported[EXT_STENCIL_WRAP])
{
- pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
+ caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
WINED3DSTENCILCAPS_INCR;
}
if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
{
- pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
+ caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
}
- pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
-
- pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
- pCaps->MaxActiveLights = gl_info->limits.lights;
-
- pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
- pCaps->MaxVertexBlendMatrixIndex = 0;
+ caps->MaxAnisotropy = gl_info->limits.anisotropy;
+ caps->MaxPointSize = gl_info->limits.pointsize_max;
- pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
- pCaps->MaxPointSize = gl_info->limits.pointsize_max;
-
-
- /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
- pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
- WINED3DVTXPCAPS_MATERIALSOURCE7 |
- WINED3DVTXPCAPS_POSITIONALLIGHTS |
- WINED3DVTXPCAPS_LOCALVIEWER |
- WINED3DVTXPCAPS_VERTEXFOG |
- WINED3DVTXPCAPS_TEXGEN;
-
- pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
- pCaps->MaxVertexIndex = 0xFFFFF;
- pCaps->MaxStreams = MAX_STREAMS;
- pCaps->MaxStreamStride = 1024;
+ caps->MaxPrimitiveCount = 0xfffff; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
+ caps->MaxVertexIndex = 0xfffff;
+ caps->MaxStreams = MAX_STREAMS;
+ caps->MaxStreamStride = 1024;
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
- pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
- WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
- pCaps->MaxNpatchTessellationLevel = 0;
- pCaps->MasterAdapterOrdinal = 0;
- pCaps->AdapterOrdinalInGroup = 0;
- pCaps->NumberOfAdaptersInGroup = 1;
+ caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
+ WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
+ caps->MaxNpatchTessellationLevel = 0;
+ caps->MasterAdapterOrdinal = 0;
+ caps->AdapterOrdinalInGroup = 0;
+ caps->NumberOfAdaptersInGroup = 1;
- pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
+ caps->NumSimultaneousRTs = gl_info->limits.buffers;
- pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
+ caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MAGFLINEAR;
- pCaps->VertexTextureFilterCaps = 0;
+ caps->VertexTextureFilterCaps = 0;
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
+ adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
- pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
+ caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
- /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
- * Ignore shader model capabilities if disabled in config
- */
- if(vs_selected_mode == SHADER_NONE) {
- TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
- pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
- pCaps->MaxVertexShaderConst = 0;
- } else {
- pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
- pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
- }
+ caps->VertexShaderVersion = shader_caps.vs_version;
+ caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
- if(ps_selected_mode == SHADER_NONE) {
- TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
- pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
- pCaps->PixelShader1xMaxValue = 0.0f;
- } else {
- pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
- pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
- }
+ caps->PixelShaderVersion = shader_caps.ps_version;
+ caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
- pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
- pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
- pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
+ caps->TextureOpCaps = fragment_caps.TextureOpCaps;
+ caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
+ caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
+
+ caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes;
+ caps->MaxActiveLights = vertex_caps.max_active_lights;
+ caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices;
+ caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index;
+ caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps;
+ caps->FVFCaps = vertex_caps.fvf_caps;
+ caps->RasterCaps |= vertex_caps.raster_caps;
/* The following caps are shader specific, but they are things we cannot detect, or which
* are the same among all shader models. So to avoid code duplication set the shader version
* specific, but otherwise constant caps here
*/
- if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
- /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
- use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
- pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
- pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
- pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
- pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
-
- pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
- pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
- }
- else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
- {
- pCaps->VS20Caps.Caps = 0;
- pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
- pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
- pCaps->VS20Caps.StaticFlowControlDepth = 1;
-
- pCaps->MaxVShaderInstructionsExecuted = 65535;
- pCaps->MaxVertexShader30InstructionSlots = 0;
- } else { /* VS 1.x */
- pCaps->VS20Caps.Caps = 0;
- pCaps->VS20Caps.DynamicFlowControlDepth = 0;
- pCaps->VS20Caps.NumTemps = 0;
- pCaps->VS20Caps.StaticFlowControlDepth = 0;
-
- pCaps->MaxVShaderInstructionsExecuted = 0;
- pCaps->MaxVertexShader30InstructionSlots = 0;
- }
-
- if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
- /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
- use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
-
- /* 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 */
- pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
+ if (caps->VertexShaderVersion >= 3)
+ {
+ /* Where possible set the caps based on OpenGL extensions and if they
+ * aren't set (in case of software rendering) use the VS 3.0 from
+ * MSDN or else if there's OpenGL spec use a hardcoded value minimum
+ * VS3.0 value. */
+ caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
+ /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
+ caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
+ caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
+ /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
+ caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
+
+ caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
+ caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
+ }
+ else if (caps->VertexShaderVersion == 2)
+ {
+ caps->VS20Caps.caps = 0;
+ caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
+ caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
+ caps->VS20Caps.static_flow_control_depth = 1;
+
+ caps->MaxVShaderInstructionsExecuted = 65535;
+ caps->MaxVertexShader30InstructionSlots = 0;
+ }
+ else
+ { /* VS 1.x */
+ caps->VS20Caps.caps = 0;
+ caps->VS20Caps.dynamic_flow_control_depth = 0;
+ caps->VS20Caps.temp_count = 0;
+ caps->VS20Caps.static_flow_control_depth = 0;
+
+ caps->MaxVShaderInstructionsExecuted = 0;
+ caps->MaxVertexShader30InstructionSlots = 0;
+ }
+
+ if (caps->PixelShaderVersion >= 3)
+ {
+ /* Where possible set the caps based on OpenGL extensions and if they
+ * aren't set (in case of software rendering) use the PS 3.0 from
+ * MSDN or else if there's OpenGL spec use a hardcoded value minimum
+ * PS 3.0 value. */
+
+ /* 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 */
+ caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
WINED3DPS20CAPS_PREDICATION |
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
- pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
- pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
- pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
- pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
-
- pCaps->MaxPShaderInstructionsExecuted = 65535;
- pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
+ /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
+ caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
+ caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
+ /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
+ caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
+ /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
+ caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
+
+ caps->MaxPShaderInstructionsExecuted = 65535;
+ caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
adapter->gl_info.limits.arb_ps_instructions);
}
- else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
+ else if(caps->PixelShaderVersion == 2)
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
- pCaps->PS20Caps.Caps = 0;
- pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
- pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
- pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
- pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
-
- pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
- pCaps->MaxPixelShader30InstructionSlots = 0;
- } else { /* PS 1.x */
- pCaps->PS20Caps.Caps = 0;
- pCaps->PS20Caps.DynamicFlowControlDepth = 0;
- pCaps->PS20Caps.NumTemps = 0;
- pCaps->PS20Caps.StaticFlowControlDepth = 0;
- pCaps->PS20Caps.NumInstructionSlots = 0;
-
- pCaps->MaxPShaderInstructionsExecuted = 0;
- pCaps->MaxPixelShader30InstructionSlots = 0;
- }
-
- if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
+ caps->PS20Caps.caps = 0;
+ caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
+ caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
+ caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
+ /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
+ caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
+
+ caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
+ caps->MaxPixelShader30InstructionSlots = 0;
+ }
+ else /* PS 1.x */
+ {
+ caps->PS20Caps.caps = 0;
+ caps->PS20Caps.dynamic_flow_control_depth = 0;
+ caps->PS20Caps.temp_count = 0;
+ caps->PS20Caps.static_flow_control_depth = 0;
+ caps->PS20Caps.instruction_slot_count = 0;
+
+ caps->MaxPShaderInstructionsExecuted = 0;
+ caps->MaxPixelShader30InstructionSlots = 0;
+ }
+
+ if (caps->VertexShaderVersion >= 2)
+ {
/* OpenGL supports all the formats below, perhaps not always
* without conversion, but it supports them.
* Further GLSL doesn't seem to have an official unsigned type so
* We might need to add some clamping in the shader engine to
* support it.
* TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
- pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
- WINED3DDTCAPS_UBYTE4N |
- WINED3DDTCAPS_SHORT2N |
- WINED3DDTCAPS_SHORT4N;
+ caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
+ WINED3DDTCAPS_UBYTE4N |
+ WINED3DDTCAPS_SHORT2N |
+ WINED3DDTCAPS_SHORT4N;
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
- pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
- WINED3DDTCAPS_FLOAT16_4;
+ caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
+ WINED3DDTCAPS_FLOAT16_4;
}
- } else
- pCaps->DeclTypes = 0;
+ }
+ else
+ {
+ caps->DeclTypes = 0;
+ }
/* Set DirectDraw helper Caps */
ckey_caps = WINEDDCKEYCAPS_DESTBLT |
WINEDDPCAPS_PRIMARYSURFACE;
/* Fill the ddraw caps structure */
- pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
+ caps->ddraw_caps.caps = WINEDDCAPS_GDI |
WINEDDCAPS_PALETTE |
blit_caps;
- pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
- WINEDDCAPS2_NOPAGELOCKREQUIRED |
- WINEDDCAPS2_PRIMARYGAMMA |
- WINEDDCAPS2_WIDESURFACES |
+ caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED |
+ WINEDDCAPS2_NOPAGELOCKREQUIRED |
+ WINEDDCAPS2_PRIMARYGAMMA |
+ WINEDDCAPS2_WIDESURFACES |
WINEDDCAPS2_CANRENDERWINDOWED;
- pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
- pCaps->DirectDrawCaps.FXCaps = fx_caps;
- pCaps->DirectDrawCaps.PalCaps = pal_caps;
- pCaps->DirectDrawCaps.SVBCaps = blit_caps;
- pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
- pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
- pCaps->DirectDrawCaps.VSBCaps = blit_caps;
- pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
- pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
- pCaps->DirectDrawCaps.SSBCaps = blit_caps;
- pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
- pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
-
- pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
+ caps->ddraw_caps.color_key_caps = ckey_caps;
+ caps->ddraw_caps.fx_caps = fx_caps;
+ caps->ddraw_caps.pal_caps = pal_caps;
+ caps->ddraw_caps.svb_caps = blit_caps;
+ caps->ddraw_caps.svb_color_key_caps = ckey_caps;
+ caps->ddraw_caps.svb_fx_caps = fx_caps;
+ caps->ddraw_caps.vsb_caps = blit_caps;
+ caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
+ caps->ddraw_caps.vsb_fx_caps = fx_caps;
+ caps->ddraw_caps.ssb_caps = blit_caps;
+ caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
+ caps->ddraw_caps.ssb_fx_caps = fx_caps;
+
+ caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA |
WINEDDSCAPS_BACKBUFFER |
WINEDDSCAPS_FLIP |
WINEDDSCAPS_FRONTBUFFER |
WINEDDSCAPS_SYSTEMMEMORY |
WINEDDSCAPS_VIDEOMEMORY |
WINEDDSCAPS_VISIBLE;
- pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
- /* Set D3D caps if OpenGL is available. */
- if (adapter->opengl)
+ if (!(wined3d->flags & WINED3D_NO3D))
{
- pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
+ caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
WINEDDSCAPS_MIPMAP |
WINEDDSCAPS_TEXTURE |
WINEDDSCAPS_ZBUFFER;
- pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
+ caps->ddraw_caps.caps |= WINEDDCAPS_3D;
}
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
- HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
+HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
+ HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
+ struct wined3d_device **device)
{
- IWineD3DImpl *This = (IWineD3DImpl *)iface;
- IWineD3DDeviceImpl *object;
+ struct wined3d_device *object;
HRESULT hr;
- TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
- iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
+ TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
+ wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation. */
- if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
- {
+ if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
- {
- ERR("Failed to allocate device memory.\n");
return E_OUTOFMEMORY;
- }
- hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
+ hr = device_init(object, wined3d, adapter_idx, device_type,
+ focus_window, flags, surface_alignment, device_parent);
if (FAILED(hr))
{
WARN("Failed to initialize device, hr %#x.\n", hr);
}
TRACE("Created device %p.\n", object);
- *device = (IWineD3DDevice *)object;
+ *device = object;
- IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
+ device_parent->ops->wined3d_device_created(device_parent, *device);
return WINED3D_OK;
}
-static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
-{
- TRACE("iface %p.\n", iface);
-
- return ((IWineD3DImpl *)iface)->parent;
-}
-
static void WINE_GLAPI invalid_func(const void *data)
{
ERR("Invalid vertex attribute function called\n");
DWORD pos = *((const DWORD *)data);
FIXME("Add a test for fixed function position from d3dcolor type\n");
- glVertex4s(D3DCOLOR_B_R(pos),
- D3DCOLOR_B_G(pos),
- D3DCOLOR_B_B(pos),
- D3DCOLOR_B_A(pos));
+ context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
+ D3DCOLOR_B_G(pos),
+ D3DCOLOR_B_B(pos),
+ D3DCOLOR_B_A(pos));
}
static void WINE_GLAPI position_float4(const void *data)
{
float w = 1.0f / pos[3];
- glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
+ context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
}
else
{
- glVertex3fv(pos);
+ context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
}
}
{
DWORD diffuseColor = *((const DWORD *)data);
- glColor4ub(D3DCOLOR_B_R(diffuseColor),
- D3DCOLOR_B_G(diffuseColor),
- D3DCOLOR_B_B(diffuseColor),
- D3DCOLOR_B_A(diffuseColor));
+ context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
+ D3DCOLOR_B_G(diffuseColor),
+ D3DCOLOR_B_B(diffuseColor),
+ D3DCOLOR_B_A(diffuseColor));
}
static void WINE_GLAPI specular_d3dcolor(const void *data)
{
DWORD specularColor = *((const DWORD *)data);
- GLbyte d[] = {D3DCOLOR_B_R(specularColor),
- D3DCOLOR_B_G(specularColor),
- D3DCOLOR_B_B(specularColor)};
+ GLubyte d[] =
+ {
+ D3DCOLOR_B_R(specularColor),
+ D3DCOLOR_B_G(specularColor),
+ D3DCOLOR_B_B(specularColor)
+ };
- specular_func_3ubv(d);
+ context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
}
static void WINE_GLAPI warn_no_specular_func(const void *data)
WARN("GL_EXT_secondary_color not supported\n");
}
-static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
+static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
{
- position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
- position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
- position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
- position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
- position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
- position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
-
- diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
- diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
- diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
- diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
- diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
- diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
- diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
- diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
-
- /* No 4 component entry points here */
- specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
+ const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
+ struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
+
+ ops->position[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
+ if (!d3d_info->xyzrhw)
+ ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
+ else
+ ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
+ ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
+ ops->position[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
+ ops->position[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
+ ops->position[WINED3D_FFP_EMIT_INVALID] = invalid_func;
+
+ ops->diffuse[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
+ ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
+ ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
+ ops->diffuse[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
+ ops->diffuse[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
+ ops->diffuse[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
+ ops->diffuse[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
+ ops->diffuse[WINED3D_FFP_EMIT_INVALID] = invalid_func;
+
+ /* No 4 component entry points here. */
+ ops->specular[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
if (gl_info->supported[EXT_SECONDARY_COLOR])
- {
- specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
- }
+ ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
else
- {
- specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
- }
- specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
+ ops->specular[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
if (gl_info->supported[EXT_SECONDARY_COLOR])
+ ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
+ else
+ ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
+ ops->specular[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
+ ops->specular[WINED3D_FFP_EMIT_INVALID] = invalid_func;
+
+ /* Only 3 component entry points here. Test how others behave. Float4
+ * normals are used by one of our tests, trying to pass it to the pixel
+ * shader, which fails on Windows. */
+ ops->normal[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
+ /* Just ignore the 4th value. */
+ ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
+ ops->normal[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
+ ops->normal[WINED3D_FFP_EMIT_INVALID] = invalid_func;
+
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
+ ops->texcoord[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
+ ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
+ ops->texcoord[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
+ if (gl_info->supported[NV_HALF_FLOAT])
{
- specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
- specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
+ /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
+ (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
+ (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
}
else
{
- specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
- }
- specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
- specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
-
- /* Only 3 component entry points here. Test how others behave. Float4 normals are used
- * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
- */
- normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
- normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
- normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
- normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
-
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
- if (gl_info->supported[NV_HALF_FLOAT])
- {
- /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
- } else {
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
- multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
+ ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
}
+ ops->texcoord[WINED3D_FFP_EMIT_INVALID] = invalid_texcoord_func;
}
-/* Do not call while under the GL lock. */
-static BOOL InitAdapters(IWineD3DImpl *This)
+static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
{
- static HMODULE mod_gl;
- BOOL ret;
- int ps_selected_mode, vs_selected_mode;
-
- /* No need to hold any lock. The calling library makes sure only one thread calls
- * wined3d simultaneously
- */
-
- TRACE("Initializing adapters\n");
-
- if(!mod_gl) {
-#ifdef USE_WIN32_OPENGL
-#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
- mod_gl = LoadLibraryA("opengl32.dll");
- if(!mod_gl) {
- ERR("Can't load opengl32.dll!\n");
- goto nogl_adapter;
- }
-#else
-#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
- /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
- mod_gl = GetModuleHandleA("gdi32.dll");
-#endif
- }
+ const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ int i;
-/* Load WGL core functions from opengl32.dll */
-#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
- WGL_FUNCS_GEN;
-#undef USE_WGL_FUNC
+ if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
+ {
+ UINT attrib_count = 0;
+ GLint cfg_count;
+ int attribs[11];
+ int values[11];
+ int attribute;
+
+ attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
+ GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
+
+ adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
+ attribs[attrib_count++] = WGL_RED_BITS_ARB;
+ attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
+ attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
+ attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
+ attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
+ attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
+ attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
+ attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
+ attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
+ attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
+ attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
+
+ for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
+ {
+ struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
+ int format_id = i + 1;
- if(!pwglGetProcAddress) {
- ERR("Unable to load wglGetProcAddress!\n");
- goto nogl_adapter;
- }
+ if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
+ continue;
-/* Dynamically load all GL core functions */
- GL_FUNCS_GEN;
-#undef USE_GL_FUNC
+ cfg->iPixelFormat = format_id;
+ cfg->redSize = values[0];
+ cfg->greenSize = values[1];
+ cfg->blueSize = values[2];
+ cfg->alphaSize = values[3];
+ cfg->colorSize = values[4];
+ cfg->depthSize = values[5];
+ cfg->stencilSize = values[6];
+ cfg->windowDrawable = values[7];
+ cfg->iPixelType = values[8];
+ cfg->doubleBuffer = values[9];
+ cfg->auxBuffers = values[10];
+
+ cfg->numSamples = 0;
+ /* Check multisample support. */
+ if (gl_info->supported[ARB_MULTISAMPLE])
+ {
+ int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
+ int values[2];
- /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
- * otherwise because we have to use winex11.drv's override
- */
-#ifdef USE_WIN32_OPENGL
- wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
- wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
-#else
- wglFinish = (void*)pwglGetProcAddress("wglFinish");
- wglFlush = (void*)pwglGetProcAddress("wglFlush");
-#endif
+ if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
+ {
+ /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
+ * multisampling is supported. values[1] = number of
+ * multisample buffers. */
+ if (values[0])
+ cfg->numSamples = values[1];
+ }
+ }
- glEnableWINE = glEnable;
- glDisableWINE = glDisable;
+ TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
+ "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
+ cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
+ cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
+ cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
- /* For now only one default adapter */
+ ++adapter->cfg_count;
+ }
+ }
+ else
{
- struct wined3d_adapter *adapter = &This->adapters[0];
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
- int iPixelFormat;
- int res;
- int i;
- WineD3D_PixelFormat *cfgs;
- DISPLAY_DEVICEW DisplayDevice;
- HDC hdc;
+ int cfg_count;
- TRACE("Initializing default adapter\n");
- adapter->ordinal = 0;
- adapter->monitorPoint.x = -1;
- adapter->monitorPoint.y = -1;
+ cfg_count = DescribePixelFormat(dc, 0, 0, 0);
+ adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
- if (!AllocateLocallyUniqueId(&adapter->luid))
+ for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
{
- DWORD err = GetLastError();
- ERR("Failed to set adapter LUID (%#x).\n", err);
- goto nogl_adapter;
- }
- TRACE("Allocated LUID %08x:%08x for adapter.\n",
- adapter->luid.HighPart, adapter->luid.LowPart);
+ struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
+ PIXELFORMATDESCRIPTOR pfd;
+ int format_id = i + 1;
- if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
- {
- ERR("Failed to get a gl context for default adapter\n");
- goto nogl_adapter;
- }
+ if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
+ continue;
- ret = IWineD3DImpl_FillGLCaps(adapter);
- if(!ret) {
- ERR("Failed to initialize gl caps for default adapter\n");
- WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
- goto nogl_adapter;
- }
- ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
- if(!ret) {
- ERR("Failed to init gl formats\n");
- WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
- goto nogl_adapter;
+ /* We only want HW acceleration using an OpenGL ICD driver.
+ * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering.
+ * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
+ * driver (e.g. 3dfx minigl). */
+ if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
+ {
+ TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
+ continue;
+ }
+
+ cfg->iPixelFormat = format_id;
+ cfg->redSize = pfd.cRedBits;
+ cfg->greenSize = pfd.cGreenBits;
+ cfg->blueSize = pfd.cBlueBits;
+ cfg->alphaSize = pfd.cAlphaBits;
+ cfg->colorSize = pfd.cColorBits;
+ cfg->depthSize = pfd.cDepthBits;
+ cfg->stencilSize = pfd.cStencilBits;
+ cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
+ cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
+ cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
+ cfg->auxBuffers = pfd.cAuxBuffers;
+ cfg->numSamples = 0;
+
+ TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
+ "depth=%d, stencil=%d, windowDrawable=%d\n",
+ cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
+ cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
+ cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
+
+ ++adapter->cfg_count;
}
+ }
+}
- hdc = fake_gl_ctx.dc;
+/* Do not call while under the GL lock. */
+static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal)
+{
+ struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
+ unsigned int ctx_attrib_idx = 0;
+ DISPLAY_DEVICEW display_device;
+ GLint ctx_attribs[3];
- adapter->TextureRam = adapter->driver_info.vidmem;
- adapter->UsedTextureRam = 0;
- TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
+ TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
- /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
- DisplayDevice.cb = sizeof(DisplayDevice);
- EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
- TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
- strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
+ adapter->ordinal = ordinal;
+ adapter->monitorPoint.x = -1;
+ adapter->monitorPoint.y = -1;
- if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
- {
- int attribute;
- int attribs[11];
- int values[11];
- int nAttribs = 0;
-
- attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
- GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
-
- adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
- cfgs = adapter->cfgs;
- attribs[nAttribs++] = WGL_RED_BITS_ARB;
- attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
- attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
- attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
- attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
- attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
- attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
- attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
- attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
- attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
- attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
-
- for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
- {
- res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
-
- if(!res)
- continue;
-
- /* Cache the pixel format */
- cfgs->iPixelFormat = iPixelFormat;
- cfgs->redSize = values[0];
- cfgs->greenSize = values[1];
- cfgs->blueSize = values[2];
- cfgs->alphaSize = values[3];
- cfgs->colorSize = values[4];
- cfgs->depthSize = values[5];
- cfgs->stencilSize = values[6];
- cfgs->windowDrawable = values[7];
- cfgs->iPixelType = values[8];
- cfgs->doubleBuffer = values[9];
- cfgs->auxBuffers = values[10];
-
- cfgs->numSamples = 0;
- /* Check multisample support */
- if (gl_info->supported[ARB_MULTISAMPLE])
- {
- int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
- int value[2];
- if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
- /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
- * value[1] = number of multi sample buffers*/
- if(value[0])
- cfgs->numSamples = value[1];
- }
- }
+/* Dynamically load all GL core functions */
+#ifdef USE_WIN32_OPENGL
+ {
+ HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
+#define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
+ ALL_WGL_FUNCS
+#undef USE_GL_FUNC
+ gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
+ }
+#else
+ /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
+ {
+ HDC hdc = GetDC( 0 );
+ const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
+ ReleaseDC( 0, hdc );
+ if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
+ gl_info->gl_ops.wgl = wgl_driver->wgl;
+ gl_info->gl_ops.gl = wgl_driver->gl;
+ }
+#endif
- TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
- "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
- cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
- cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
- cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
- cfgs++;
- }
- }
- else
- {
- int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
- adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
- adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
+ glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
+ glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
- cfgs = adapter->cfgs;
- for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
- {
- PIXELFORMATDESCRIPTOR ppfd;
+ if (!AllocateLocallyUniqueId(&adapter->luid))
+ {
+ ERR("Failed to set adapter LUID (%#x).\n", GetLastError());
+ return FALSE;
+ }
+ TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
+ adapter->luid.HighPart, adapter->luid.LowPart, adapter);
- res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
- if(!res)
- continue;
+ if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
+ {
+ ERR("Failed to get a GL context for adapter %p.\n", adapter);
+ return FALSE;
+ }
- /* We only want HW acceleration using an OpenGL ICD driver.
- * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
- * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
- */
- if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
- {
- TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
- continue;
- }
+ if (context_debug_output_enabled(gl_info))
+ {
+ ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
+ ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
+ }
+ ctx_attribs[ctx_attrib_idx] = 0;
+ wined3d_create_fake_gl_context_attribs(&fake_gl_ctx, gl_info, ctx_attribs);
- cfgs->iPixelFormat = iPixelFormat;
- cfgs->redSize = ppfd.cRedBits;
- cfgs->greenSize = ppfd.cGreenBits;
- cfgs->blueSize = ppfd.cBlueBits;
- cfgs->alphaSize = ppfd.cAlphaBits;
- cfgs->colorSize = ppfd.cColorBits;
- cfgs->depthSize = ppfd.cDepthBits;
- cfgs->stencilSize = ppfd.cStencilBits;
- cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
- cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
- cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
- cfgs->auxBuffers = ppfd.cAuxBuffers;
- cfgs->numSamples = 0;
-
- TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
- "depth=%d, stencil=%d, windowDrawable=%d\n",
- cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
- cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
- cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
- cfgs++;
- adapter->nCfgs++;
- }
+ if (!wined3d_adapter_init_gl_caps(adapter))
+ {
+ ERR("Failed to initialize GL caps for adapter %p.\n", adapter);
+ WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
+ return FALSE;
+ }
- /* 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 */
- if(!adapter->nCfgs)
- {
- ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
+ wined3d_adapter_init_fb_cfgs(adapter, fake_gl_ctx.dc);
+ /* We haven't found any suitable formats. This should only happen in
+ * case of GDI software rendering, which is pretty useless anyway. */
+ if (!adapter->cfg_count)
+ {
+ WARN("No suitable pixel formats found.\n");
+ WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
+ HeapFree(GetProcessHeap(), 0, adapter->cfgs);
+ return FALSE;
+ }
- WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
- HeapFree(GetProcessHeap(), 0, adapter->cfgs);
- goto nogl_adapter;
- }
- }
+ if (!wined3d_adapter_init_format_info(adapter))
+ {
+ ERR("Failed to initialize GL format info.\n");
+ WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
+ HeapFree(GetProcessHeap(), 0, adapter->cfgs);
+ return FALSE;
+ }
- /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
- * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
- * but just fake it using D24(X8?) which is fine. D3D also allows that.
- * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
- * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
- * driver is allowed to consume more bits EXCEPT for stencil bits.
- *
- * Mark an adapter with this broken stencil behavior.
- */
- adapter->brokenStencil = TRUE;
- for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
- {
- /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
- if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
- adapter->brokenStencil = FALSE;
- break;
- }
- }
+ adapter->TextureRam = adapter->driver_info.vidmem;
+ adapter->UsedTextureRam = 0;
+ TRACE("Emulating %u MB of texture ram.\n", adapter->TextureRam / (1024 * 1024));
- WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
+ display_device.cb = sizeof(display_device);
+ EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
+ TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
+ strcpyW(adapter->DeviceName, display_device.DeviceName);
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
- fillGLAttribFuncs(&adapter->gl_info);
- adapter->opengl = TRUE;
- }
- This->adapter_count = 1;
- TRACE("%u adapters successfully initialized\n", This->adapter_count);
+ WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
+
+ wined3d_adapter_init_ffp_attrib_ops(adapter);
return TRUE;
+}
-nogl_adapter:
- /* Initialize an adapter for ddraw-only memory counting */
- memset(This->adapters, 0, sizeof(This->adapters));
- This->adapters[0].ordinal = 0;
- This->adapters[0].opengl = FALSE;
- This->adapters[0].monitorPoint.x = -1;
- This->adapters[0].monitorPoint.y = -1;
+static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
+{
+ DISPLAY_DEVICEW display_device;
- This->adapters[0].driver_info.name = "Display";
- This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
- if(wined3d_settings.emulated_textureram) {
- This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
- } else {
- This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
- }
+ memset(adapter, 0, sizeof(*adapter));
+ adapter->ordinal = ordinal;
+ adapter->monitorPoint.x = -1;
+ adapter->monitorPoint.y = -1;
- initPixelFormatsNoGL(&This->adapters[0].gl_info);
+ adapter->driver_info.name = "Display";
+ adapter->driver_info.description = "WineD3D DirectDraw Emulation";
+ if (wined3d_settings.emulated_textureram)
+ adapter->TextureRam = wined3d_settings.emulated_textureram;
+ else
+ adapter->TextureRam = 128 * 1024 * 1024;
- This->adapter_count = 1;
- return FALSE;
-}
+ initPixelFormatsNoGL(&adapter->gl_info);
-/**********************************************************
- * IWineD3D VTbl follows
- **********************************************************/
+ adapter->vertex_pipe = &none_vertex_pipe;
+ adapter->fragment_pipe = &none_fragment_pipe;
+ adapter->shader_backend = &none_shader_backend;
+ adapter->blitter = &cpu_blit;
-static const struct IWineD3DVtbl IWineD3D_Vtbl =
-{
- /* IUnknown */
- IWineD3DImpl_QueryInterface,
- IWineD3DImpl_AddRef,
- IWineD3DImpl_Release,
- /* IWineD3D */
- IWineD3DImpl_GetParent,
- IWineD3DImpl_GetAdapterCount,
- IWineD3DImpl_RegisterSoftwareDevice,
- IWineD3DImpl_GetAdapterMonitor,
- IWineD3DImpl_GetAdapterModeCount,
- IWineD3DImpl_EnumAdapterModes,
- IWineD3DImpl_GetAdapterDisplayMode,
- IWineD3DImpl_GetAdapterIdentifier,
- IWineD3DImpl_CheckDeviceMultiSampleType,
- IWineD3DImpl_CheckDepthStencilMatch,
- IWineD3DImpl_CheckDeviceType,
- IWineD3DImpl_CheckDeviceFormat,
- IWineD3DImpl_CheckDeviceFormatConversion,
- IWineD3DImpl_GetDeviceCaps,
- IWineD3DImpl_CreateDevice
-};
+ display_device.cb = sizeof(display_device);
+ EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
+ TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
+ strcpyW(adapter->DeviceName, display_device.DeviceName);
+}
static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
};
/* Do not call while under the GL lock. */
-HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
+HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags)
{
- wined3d->lpVtbl = &IWineD3D_Vtbl;
wined3d->dxVersion = version;
wined3d->ref = 1;
- wined3d->parent = parent;
+ wined3d->flags = flags;
+
+ TRACE("Initializing adapters.\n");
- if (!InitAdapters(wined3d))
+ if (flags & WINED3D_NO3D)
{
- WARN("Failed to initialize adapters.\n");
- if (version > 7)
- {
- MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
- return E_FAIL;
- }
+ wined3d_adapter_init_nogl(&wined3d->adapters[0], 0);
+ wined3d->adapter_count = 1;
+ return WINED3D_OK;
+ }
+
+ if (!wined3d_adapter_init(&wined3d->adapters[0], 0))
+ {
+ WARN("Failed to initialize adapter.\n");
+ return E_FAIL;
}
+ wined3d->adapter_count = 1;
return WINED3D_OK;
}