* 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
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;
enum wined3d_gl_extension extension;
- DWORD version;
-}
-EXTENSION_MAP[] =
+};
+
+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_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX, 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_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT, 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_blend_subtract", EXT_BLEND_SUBTRACT, 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_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE, 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;
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_(d3d_caps)("Failed to restore previous GL context.\n");
+ 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("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 (!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;
}
return refcount;
}
-/* 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(enum wined3d_gl_extension 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_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)
{
/* No PBO -> No point in testing them. */
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
- ENTER_GL();
-
- while (glGetError());
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
+ 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);
- 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");
}
}
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;
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;
}
GLuint tex;
GLint size;
- ENTER_GL();
-
- glGenTextures(1, &tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, 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_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
checkGLcall("glTexImage2D");
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
+ 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);
- glBindTexture(GL_TEXTURE_2D, 0);
+ gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
- glDeleteTextures(1, &tex);
+ gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
- LEAVE_GL();
-
return size < 16;
}
return gl_vendor == GL_VENDOR_FGLRX;
}
-static void quirk_arb_constants(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)
{
- 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;
+ 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)
+ {
+ 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_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_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
+ TRACE("Reserving 12 GLSL constants for compiler private use.\n");
gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
}
*
* 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
+ * 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").
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,
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_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,
{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_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},
+ {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_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_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_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_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 },
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);
}
* 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")
+ || strstr(gl_vendor_string, "Nouveau")
|| strstr(gl_vendor_string, "nouveau"))
return HW_VENDOR_NVIDIA;
|| 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;
}
}
cards[] =
{
+ {"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 */
{"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 */
{"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 */
{"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_9200}, /* Geforce 9 - lowend low */
+ {"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 */
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
-
- /* Geforce8-compatible fall back if the GPU is not in the list yet */
- return CARD_NVIDIA_GEFORCE_8300GS;
+ return PCI_DEVICE_NONE;
}
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
-
- /* Geforce 6/7 - lowend */
- return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
+ return PCI_DEVICE_NONE;
}
if (d3d_level >= 9)
}
cards[] =
{
+ /* 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 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 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},
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
-
- /* Default for when no GPU has been found */
- return CARD_AMD_RADEON_HD3200;
+ return PCI_DEVICE_NONE;
}
if (d3d_level >= 9)
{
return CARD_AMD_RADEON_XPRESS_200M;
}
-
- /* Radeon R3xx */
- return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
}
-
- if (d3d_level >= 8)
- return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
-
- if (d3d_level >= 7)
- return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
-
- return CARD_AMD_RAGE_128PRO;
+ return PCI_DEVICE_NONE;
}
static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
return cards[i].id;
}
- return CARD_INTEL_915G;
+ return PCI_DEVICE_NONE;
}
static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
- UINT d3d_level;
unsigned int i;
- /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
+ /* 20101109 - These are never returned by current Gallium radeon
+ * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
*
- * 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"))
+ * These are returned but not handled: RC410, RV380. */
+ static const struct
{
- /* 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[] =
- {
- /* 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}, /* HD4800 - highend */
- {"RV790", CARD_AMD_RADEON_HD4800},
- {"RV770", CARD_AMD_RADEON_HD4800},
- {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
- {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
- {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
- /* R600/R700 integrated */
- {"RS880", CARD_AMD_RADEON_HD3200},
- {"RS780", CARD_AMD_RADEON_HD3200},
- /* R600 */
- {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
- {"R600", CARD_AMD_RADEON_HD2900},
- {"RV670", CARD_AMD_RADEON_HD2900},
- {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
- {"RV630", CARD_AMD_RADEON_HD2600},
- {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
- {"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}, /* X700 is actually R400. */
- {"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},
- };
-
- for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
- {
- if (strstr(gl_renderer, cards[i].renderer))
- return cards[i].id;
- }
+ const char *renderer;
+ enum wined3d_pci_device id;
}
-
- d3d_level = d3d_level_from_gl_info(gl_info);
- if (d3d_level >= 10)
- return CARD_AMD_RADEON_HD2600;
-
- if (d3d_level >= 9)
+ cards[] =
{
- static const struct
- {
- const char *renderer;
- enum wined3d_pci_device id;
- }
- cards[] =
- {
- /* R700 */
- {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
- {"(RV790", CARD_AMD_RADEON_HD4800},
- {"(RV770", CARD_AMD_RADEON_HD4800},
- {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
- {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
- {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
- /* R600/R700 integrated */
- {"RS880", CARD_AMD_RADEON_HD3200},
- {"RS780", CARD_AMD_RADEON_HD3200},
- /* R600 */
- {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
- {"(R600", CARD_AMD_RADEON_HD2900},
- {"(RV670", CARD_AMD_RADEON_HD2900},
- {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
- {"(RV630", CARD_AMD_RADEON_HD2600},
- {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
- {"(RV610", CARD_AMD_RADEON_HD2350},
- };
-
- for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
- {
- if (strstr(gl_renderer, cards[i].renderer))
- return cards[i].id;
- }
+ /* 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},
+ };
- return CARD_AMD_RADEON_9500;
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
+ {
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
}
- if (d3d_level >= 8)
- return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
-
- if (d3d_level >= 7)
- return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
-
- return CARD_AMD_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)
{
- UINT d3d_level;
+ unsigned int i;
- if (strstr(gl_renderer, "Gallium"))
+ static const struct
{
- unsigned int i;
-
- static const struct
- {
- const char *renderer;
- enum wined3d_pci_device id;
- }
- cards[] =
- {
- {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
- {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
- {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
- {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
- {"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},
- {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
- {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
- {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
- {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
- {"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},
- {"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},
- {"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
- {"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
- {"NV20", CARD_NVIDIA_GEFORCE3},
- {"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},
- {"NV05", CARD_NVIDIA_RIVA_TNT2},
- {"NV04", CARD_NVIDIA_RIVA_TNT},
- {"NV03", CARD_NVIDIA_RIVA_128},
- };
+ 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},
+ };
- for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
- {
- if (strstr(gl_renderer, cards[i].renderer))
- return cards[i].id;
- }
+ for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
+ {
+ if (strstr(gl_renderer, cards[i].renderer))
+ return cards[i].id;
}
+ return PCI_DEVICE_NONE;
+}
- FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
+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},
+};
- d3d_level = d3d_level_from_gl_info(gl_info);
+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_5600;
+ return CARD_NVIDIA_GEFORCEFX_5800;
if (d3d_level >= 8)
return CARD_NVIDIA_GEFORCE3;
if (d3d_level >= 7)
return CARD_NVIDIA_RIVA_128;
}
+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;
+}
-struct vendor_card_selection
+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;
+}
+
+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;
+
+ for (i = 0; i < table_size; ++i)
+ {
+ if (table[i].gl_vendor != gl_vendor)
+ continue;
+
+ 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 PCI_DEVICE_NONE;
+}
+
+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_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
- {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
- {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
- {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_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)
{
- UINT d3d_level;
-
- /* 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 %#x and card vendor %04x (using GL_RENDERER %s).\n",
- *gl_vendor, *card_vendor, debugstr_a(gl_renderer));
+ 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;
- d3d_level = d3d_level_from_gl_info(gl_info);
- if (d3d_level >= 9)
- return CARD_NVIDIA_GEFORCEFX_5600;
- 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;
+ return select_card_fallback_nvidia(gl_info);
}
-static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
+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)
{
- 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 struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
+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(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(const struct wined3d_gl_info *gl_info)
+static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info,
+ const struct wined3d_shader_backend_ops *shader_backend_ops)
{
- 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 wined3d_adapter_init_gl_caps(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.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_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;
- }
- }
- }
-
- /* 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])
- {
- TRACE_(d3d_caps)(" 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;
- }
- }
+ TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
{
- glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
- TRACE_(d3d_caps)("Minimum buffer map alignment: %d.\n", gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
+ TRACE("Minimum buffer map alignment: %d.\n", gl_max);
}
else
{
- WARN_(d3d_caps)("Driver doesn't guarantee a minimum buffer map alignment.\n");
+ 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);
- glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
- gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
- TRACE_(d3d_caps)("Max texture coords: %d.\n", gl_info->limits.texture_coords);
+ 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;
- glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &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
{
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])
- {
- const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
- unsigned int major, minor;
-
- TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
- /* 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);
- }
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)
{
- glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
+ gl_info->limits.samples = gl_max;
}
- else
+}
+
+/* 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("adapter %p.\n", adapter);
+
+ 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)
{
- gl_info->limits.shininess = 128.0f;
+ ERR("Received a NULL GL_RENDERER.\n");
+ return FALSE;
}
- if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
+
+ 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)
{
- /* If we have full NP2 texture support, disable
- * GL_ARB_texture_rectangle because we will never use it.
- * This saves a few redundant glDisable calls. */
- gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
+ ERR("Received a NULL GL_VENDOR.\n");
+ return FALSE;
}
- if (gl_info->supported[ATI_FRAGMENT_SHADER])
+
+ /* 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)
{
- /* Disable NV_register_combiners and fragment shader if this is supported.
- * generally the NV extensions are preferred over the ATI ones, and this
- * extension is disabled if register_combiners and texture_shader2 are both
- * supported. So we reach this place only if we have incomplete NV dxlevel 8
- * fragment processing support. */
- gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
- gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
- gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
- gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
+ ERR("Received a NULL GL_VERSION.\n");
+ return FALSE;
}
- if (gl_info->supported[NV_HALF_FLOAT])
+ 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)
{
- /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
- gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
+ ERR("Received a NULL GL_EXTENSIONS.\n");
+ return FALSE;
}
- checkGLcall("extension detection");
- LEAVE_GL();
+ memset(gl_info->supported, 0, sizeof(gl_info->supported));
+ gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
- adapter->fragment_pipe = select_fragment_implementation(gl_info);
- adapter->shader_backend = select_shader_backend(gl_info);
- adapter->blitter = select_blit_implementation(gl_info);
+ TRACE("GL extensions reported:\n");
+ parse_extension_string(gl_info, GL_Extensions, gl_extension_map,
+ sizeof(gl_extension_map) / sizeof(*gl_extension_map));
- 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);
+ /* Now work out what GL support this card really has. */
+ load_gl_funcs( gl_info );
- /* 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);
+ 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[ARB_FRAMEBUFFER_OBJECT])
+ if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
{
- 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;
- if (wined3d_settings.allow_multisampling)
- {
- glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
- gl_info->limits.samples = gl_max;
- }
+ 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;
}
- else
+
+ if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4))
{
- 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;
- }
- else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
- {
- WARN_(d3d_caps)("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;
- }
- if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
- {
- gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
- if (wined3d_settings.allow_multisampling)
- {
- glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
- gl_info->limits.samples = gl_max;
- }
- }
+ 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;
}
- /* MRTs are currently only supported when FBOs are used. */
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0))
{
- gl_info->limits.buffers = 1;
+ TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
+ gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
}
- 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);
-
- 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);
-
- 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[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[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 (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
- 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];
+ 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])
+ {
+ /* If we have full NP2 texture support, disable
+ * GL_ARB_texture_rectangle because we will never use it.
+ * This saves a few redundant glDisable calls. */
+ gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
+ }
+ if (gl_info->supported[ATI_FRAGMENT_SHADER])
+ {
+ /* Disable NV_register_combiners and fragment shader if this is supported.
+ * generally the NV extensions are preferred over the ATI ones, and this
+ * extension is disabled if register_combiners and texture_shader2 are both
+ * supported. So we reach this place only if we have incomplete NV dxlevel 8
+ * fragment processing support. */
+ gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
+ gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
+ gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
+ gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
+ }
+ if (gl_info->supported[NV_HALF_FLOAT])
+ {
+ /* 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_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
+ {
+ /* 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;
+ }
+ if (gl_info->supported[ARB_OCCLUSION_QUERY])
+ {
+ GLint counter_bits;
- while (isspace(*WGL_Extensions)) WGL_Extensions++;
- Start = WGL_Extensions;
- while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
+ 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;
+ }
- len = WGL_Extensions - Start;
- if (!len || len >= sizeof(ThisExtn))
- continue;
+ wined3d_adapter_init_limits(gl_info);
- memcpy(ThisExtn, Start, len);
- ThisExtn[len] = '\0';
- TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
+ if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
+ gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
- 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_EXT_swap_control")) {
- gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
- TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control 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");
- }
- }
+ 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;
+
+ TRACE("GLSL version string: %s.\n", debugstr_a(str));
+
+ /* 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->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->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_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->gl_ops.ext.p_glBlitFramebufferEXT;
+ }
+ if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
+ {
+ gl_info->fbo_ops.glRenderbufferStorageMultisample
+ = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
}
}
+ 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("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("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
+
+ 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[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[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
+ gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
+
+ 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);
add_gl_compat_wrappers(gl_info);
UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
{
- TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
+ TRACE("wined3d %p, reporting %u adapters.\n",
wined3d, wined3d->adapter_count);
return wined3d->adapter_count;
HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
{
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
+ TRACE("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
if (adapter_idx >= wined3d->adapter_count)
return NULL;
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
- enum wined3d_format_id format_id)
+ enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
{
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
+ const struct wined3d_adapter *adapter;
+ const struct wined3d_format *format;
+ unsigned int i = 0;
+ unsigned int j = 0;
+ UINT format_bits;
+ DEVMODEW mode;
+
+ TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
+ wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
if (adapter_idx >= wined3d->adapter_count)
return 0;
- /* TODO: Store modes per adapter and read it from the adapter structure */
- if (!adapter_idx)
- {
- const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].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)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
-
- 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 */
HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
- enum wined3d_format_id format_id, UINT mode_idx, struct wined3d_display_mode *mode)
+ enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
+ UINT mode_idx, struct wined3d_display_mode *mode)
{
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
- wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
+ const struct wined3d_adapter *adapter;
+ const struct wined3d_format *format;
+ UINT format_bits;
+ DEVMODEW m;
+ UINT i = 0;
+ int j = 0;
- /* Validate the parameters as much as possible */
- if (!mode || adapter_idx >= wined3d->adapter_count
- || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
- {
+ 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);
+
+ if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- }
- /* TODO: Store modes per adapter and read it from the adapter structure */
- if (!adapter_idx)
- {
- const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].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_idx && 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))
+ if (format_id == WINED3DFMT_UNKNOWN)
{
- mode->width = DevModeW.dmPelsWidth;
- mode->height = DevModeW.dmPelsHeight;
- mode->refresh_rate = DEFAULT_REFRESH_RATE;
- if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
- mode->refresh_rate = DevModeW.dmDisplayFrequency;
-
- if (format_id == WINED3DFMT_UNKNOWN)
- mode->format_id = pixelformat_for_depth(DevModeW.dmBitsPerPel);
- else
- mode->format_id = format_id;
+ /* 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 %u out of range.\n", mode_idx);
- return WINED3DERR_INVALIDCALL;
+ ++i;
}
-
- TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
- mode->width, mode->height, mode->refresh_rate, mode->format_id,
- debug_d3dformat(mode->format_id), DevModeW.dmBitsPerPel);
}
+
+ 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
- {
- FIXME_(d3d_caps)("Adapter not primary display\n");
- }
+ 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)
+ struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
- TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
+ 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;
- if (!adapter_idx)
+ adapter = &wined3d->adapters[adapter_idx];
+
+ 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)
{
- DEVMODEW DevModeW;
- unsigned int bpp;
+ 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;
+}
+
+HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
+ UINT adapter_idx, const struct wined3d_display_mode *mode)
+{
+ 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 (adapter_idx >= wined3d->adapter_count)
+ return WINED3DERR_INVALIDCALL;
+
+ adapter = &wined3d->adapters[adapter_idx];
+ format = wined3d_get_format(&adapter->gl_info, mode->format_id);
+
+ 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;
- ZeroMemory(&DevModeW, sizeof(DevModeW));
- DevModeW.dmSize = sizeof(DevModeW);
+ devmode.dmDisplayFrequency = mode->refresh_rate;
+ if (mode->refresh_rate)
+ devmode.dmFields |= DM_DISPLAYFREQUENCY;
- EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
- mode->width = DevModeW.dmPelsWidth;
- mode->height = DevModeW.dmPelsHeight;
- bpp = DevModeW.dmBitsPerPel;
- mode->refresh_rate = DEFAULT_REFRESH_RATE;
- if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
- mode->refresh_rate = DevModeW.dmDisplayFrequency;
- mode->format_id = pixelformat_for_depth(bpp);
+ 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;
}
- else
+
+ /* 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)
{
- FIXME_(d3d_caps)("Adapter not primary display\n");
+ if (devmode.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);
+ }
+ if (ret != DISP_CHANGE_SUCCESSFUL)
+ return WINED3DERR_NOTAVAILABLE;
}
- TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->width,
- mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
+ /* 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;
}
const struct wined3d_adapter *adapter;
size_t len;
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
+ TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
wined3d, adapter_idx, flags, identifier);
if (adapter_idx >= wined3d->adapter_count)
adapter = &wined3d->adapters[adapter_idx];
- /* Return the information requested */
- TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
-
if (identifier->driver_size)
{
const char *name = adapter->driver_info.name;
/* Note that d3d8 doesn't supply a device name. */
if (identifier->device_name_size)
{
- static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
-
- len = strlen(device_name);
- if (len >= identifier->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(identifier->device_name, device_name, len);
- identifier->device_name[len] = '\0';
}
identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
return WINED3D_OK;
}
+HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
+ struct wined3d_raster_status *raster_status)
+{
+ 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);
+
+ /* 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)
{
const struct wined3d_format *ds_format;
const struct wined3d_adapter *adapter;
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
+ 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 ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
&& (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
- TRACE_(d3d_caps)("Formats match.\n");
+ TRACE("Formats match.\n");
return WINED3D_OK;
}
}
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))
{
- TRACE_(d3d_caps)("Formats match.\n");
+ TRACE("Formats match.\n");
return WINED3D_OK;
}
}
}
- TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
+ TRACE("Unsupported format pair: %s and %s.\n",
debug_d3dformat(render_target_format_id),
debug_d3dformat(depth_stencil_format_id));
{
const struct wined3d_gl_info *gl_info;
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
+ 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);
return WINED3D_OK;
}
-/* Check if we support bumpmapping for a format */
-static BOOL CheckBumpMapCapability(const 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);
-}
-
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
{
case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
case WINED3DFMT_S4X4_UINT_D24_UNORM:
- TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
+ TRACE("[FAILED] - not supported on windows.\n");
return FALSE;
default:
return FALSE;
}
-static BOOL CheckFilterCapability(const 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)
- || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
- return TRUE;
-
- return FALSE;
-}
-
/* Check the render target capabilities of a format */
static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
/* 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;
}
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",
+ 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(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
-{
- return format->flags & WINED3DFMT_FLAG_SRGB_READ;
-}
-
-static BOOL CheckSrgbWriteCapability(const 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(const 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(const 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(const 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:
- TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
- return FALSE;
- 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_X8D24_UNORM:
- case WINED3DFMT_D24_UNORM_S8_UINT:
- case WINED3DFMT_S8_UINT_D24_FLOAT:
- case WINED3DFMT_D32_UNORM:
- case WINED3DFMT_D32_FLOAT:
- return TRUE;
-
- case WINED3DFMT_INTZ:
- if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
- || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
- return TRUE;
- return FALSE;
-
- /* Not supported on Windows */
- case WINED3DFMT_S1_UINT_D15_UNORM:
- case WINED3DFMT_S4X4_UINT_D24_UNORM:
- TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
- return FALSE;
-
- /*****
- * 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:
- case WINED3DFMT_R16:
- case WINED3DFMT_AL16:
- 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;
-
- case WINED3DFMT_R16G16B16A16_UNORM:
- if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
- {
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
- }
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
-
- /* Not supported */
- 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 easily 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_NULL:
- if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
- return TRUE;
- return FALSE;
-
- case WINED3DFMT_UNKNOWN:
- return FALSE;
-
- default:
- ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
- break;
- }
- return FALSE;
-}
-
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_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
+ TRACE("[FAILED] - Not enumerated on Windows.\n");
return FALSE;
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_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;
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(const struct wined3d_adapter *adapter,
- const struct wined3d_format *format)
-{
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
-
- if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
- return FALSE;
-
- switch (format->id)
- {
- case WINED3DFMT_R32G32B32A32_FLOAT:
- case WINED3DFMT_R32_FLOAT:
- return TRUE;
- default:
- return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
- }
-}
-
+/* 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, WINED3DSURFTYPE surface_type)
+ enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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 usage_caps = 0;
+ DWORD format_flags = 0;
+ DWORD allowed_usage;
- TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
- "resource_type %s, check_format %s, surface_type %#x.\n",
+ 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), surface_type);
+ debug_d3dformat(check_format_id));
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- switch (resource_type)
- {
- case WINED3D_RTYPE_CUBE_TEXTURE:
- /* Cubetexture allows:
- * - WINED3DUSAGE_AUTOGENMIPMAP
- * - WINED3DUSAGE_DEPTHSTENCIL
- * - WINED3DUSAGE_DYNAMIC
- * - WINED3DUSAGE_NONSECURE (d3d9ex)
- * - WINED3DUSAGE_RENDERTARGET
- * - WINED3DUSAGE_SOFTWAREPROCESSING
- * - WINED3DUSAGE_QUERY_WRAPANDMIP
- */
- if (surface_type != SURFACE_OPENGL)
- {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- 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");
- 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
- usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
- }
-
- /* Always report dynamic locking. */
- if (usage & WINED3DUSAGE_DYNAMIC)
- usage_caps |= WINED3DUSAGE_DYNAMIC;
-
- if (usage & WINED3DUSAGE_RENDERTARGET)
- {
- if (!CheckRenderTargetCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_RENDERTARGET;
- }
-
- /* Always report software processing. */
- if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
- usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
-
- if (usage & WINED3DUSAGE_QUERY_FILTER)
- {
- if (!CheckFilterCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= 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;
- }
- usage_caps |= 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;
- }
- usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
- }
-
- if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
- {
- if (!CheckSrgbWriteCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
- }
-
- if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
- {
- if (!CheckVertexTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= 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;
- }
- usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
- }
- break;
-
- case WINED3D_RTYPE_SURFACE:
- /* Surface allows:
- * - WINED3DUSAGE_DEPTHSTENCIL
- * - WINED3DUSAGE_NONSECURE (d3d9ex)
- * - WINED3DUSAGE_RENDERTARGET
- */
- if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
- {
- TRACE_(d3d_caps)("[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;
- }
- usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
- }
-
- if (usage & WINED3DUSAGE_RENDERTARGET)
- {
- if (!CheckRenderTargetCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= 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;
- }
- usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- }
- break;
-
- case WINED3D_RTYPE_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 (surface_type != SURFACE_OPENGL)
- {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- if (!CheckTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - Texture format not supported\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
- usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
- }
-
- /* Always report dynamic locking. */
- if (usage & WINED3DUSAGE_DYNAMIC)
- usage_caps |= WINED3DUSAGE_DYNAMIC;
-
- if (usage & WINED3DUSAGE_RENDERTARGET)
- {
- if (!CheckRenderTargetCapability(adapter, adapter_format, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_RENDERTARGET;
- }
-
- /* Always report software processing. */
- if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
- usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
-
- if (usage & WINED3DUSAGE_QUERY_FILTER)
- {
- if (!CheckFilterCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_QUERY_FILTER;
- }
-
- if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
- {
- if (!CheckBumpMapCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= 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;
- }
- usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
- }
-
- if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
+ switch (resource_type)
+ {
+ case WINED3D_RTYPE_CUBE_TEXTURE:
+ if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
- if (!CheckSrgbReadCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
+ TRACE("[FAILED] - No cube texture support.\n");
+ return WINED3DERR_NOTAVAILABLE;
}
- if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
- {
- if (!CheckSrgbWriteCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
- }
+ 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;
- if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
+ case WINED3D_RTYPE_SURFACE:
+ if (!CheckSurfaceCapability(adapter, adapter_format, format, wined3d->flags & WINED3D_NO3D))
{
- if (!CheckVertexTextureCapability(adapter, format))
- {
- TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
+ TRACE("[FAILED] - Not supported for plain surfaces.\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;
- }
- usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
- }
+ allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
+ | WINED3DUSAGE_RENDERTARGET
+ | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
+ break;
- if (usage & WINED3DUSAGE_DEPTHSTENCIL)
+ case WINED3D_RTYPE_TEXTURE:
+ if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && (format->flags & WINED3DFMT_FLAG_SHADOW)
+ && !gl_info->supported[ARB_SHADOW])
{
- 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;
- }
- usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
+ TRACE("[FAILED] - No shadow sampler support.\n");
+ return WINED3DERR_NOTAVAILABLE;
}
+
+ 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 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 (surface_type != 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 (check_format_id)
+ * 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)
- usage_caps |= WINED3DUSAGE_DYNAMIC;
-
- /* Always report software processing. */
- if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
- usage_caps |= 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;
- }
- usage_caps |= 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;
- }
- usage_caps |= 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;
- }
- usage_caps |= 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;
- }
- usage_caps |= 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;
- }
- usage_caps |= 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;
- }
- usage_caps |= 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(resource_type));
- 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 usage_caps 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 (usage_caps == usage)
- return WINED3D_OK;
- if (usage_caps == (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 format %s and resource_type %s but only %#x is available.\n",
- usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
-
- return WINED3DERR_NOTAVAILABLE;
+ return WINED3D_OK;
}
HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
|| 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 = wined3d_get_adapter_mode_count(wined3d, 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 = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
- WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
+ 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;
{
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)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
+ TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
-
- /* ------------------------------------------------
- The following fields apply to both d3d8 and d3d9
- ------------------------------------------------ */
- /* Not quite true, but use h/w supported by opengl I suppose */
caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
caps->AdapterOrdinal = adapter_idx;
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
- WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
- WINED3DDEVCAPS_RTPATCHES;
+ WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
WINED3DPMISCCAPS_CULLCCW |
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
if (gl_info->supported[EXT_DRAW_BUFFERS2])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
+ if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
+ caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
WINED3DPRASTERCAPS_PAT |
WINED3DPRASTERCAPS_ZBIAS |
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
}
- if (gl_info->supported[NV_FOG_DISTANCE])
- {
- caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
- }
- /* FIXME Add:
- WINED3DPRASTERCAPS_COLORPERSPECTIVE
- WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
- WINED3DPRASTERCAPS_ANTIALIASEDGES
- WINED3DPRASTERCAPS_ZBUFFERLESSHSR
- WINED3DPRASTERCAPS_WBUFFER */
caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
}
- caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
-
- caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
- caps->MaxActiveLights = gl_info->limits.lights;
-
- caps->MaxVertexBlendMatrices = gl_info->limits.blends;
- caps->MaxVertexBlendMatrixIndex = 0;
-
caps->MaxAnisotropy = gl_info->limits.anisotropy;
caps->MaxPointSize = gl_info->limits.pointsize_max;
-
- /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
- caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
- WINED3DVTXPCAPS_MATERIALSOURCE7 |
- WINED3DVTXPCAPS_POSITIONALLIGHTS |
- WINED3DVTXPCAPS_LOCALVIEWER |
- WINED3DVTXPCAPS_VERTEXFOG |
- WINED3DVTXPCAPS_TEXGEN;
-
- caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
- caps->MaxVertexIndex = 0xFFFFF;
+ 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;
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 */
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");
- caps->VertexShaderVersion = 0;
- caps->MaxVertexShaderConst = 0;
- }
- else
- {
- caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
- caps->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");
- caps->PixelShaderVersion = 0;
- caps->PixelShader1xMaxValue = 0.0f;
- } else {
- caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
- caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
- }
+ caps->PixelShaderVersion = shader_caps.ps_version;
+ caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
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
WINEDDSCAPS_SYSTEMMEMORY |
WINEDDSCAPS_VIDEOMEMORY |
WINEDDSCAPS_VISIBLE;
- caps->ddraw_caps.stride_align = DDRAW_PITCH_ALIGNMENT;
- /* Set D3D caps if OpenGL is available. */
- if (adapter->opengl)
+ if (!(wined3d->flags & WINED3D_NO3D))
{
caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
WINEDDSCAPS_MIPMAP |
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
- {
- ERR("Failed to allocate device memory.\n");
return E_OUTOFMEMORY;
- }
hr = device_init(object, wined3d, adapter_idx, device_type,
focus_window, flags, surface_alignment, device_parent);
return WINED3D_OK;
}
-void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
-{
- TRACE("wined3d %p.\n", wined3d);
-
- return wined3d->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(struct wined3d *wined3d)
+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;
+ const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+ int i;
- /* No need to hold any lock. The calling library makes sure only one thread calls
- * wined3d simultaneously
- */
+ 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;
- TRACE("Initializing adapters\n");
+ if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
+ continue;
- 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
- }
+ 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 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_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];
+ }
+ }
- if(!pwglGetProcAddress) {
- ERR("Unable to load wglGetProcAddress!\n");
- goto nogl_adapter;
- }
+ 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);
-/* Dynamically load all GL core functions */
- GL_FUNCS_GEN;
-#undef USE_GL_FUNC
+ ++adapter->cfg_count;
+ }
+ }
+ else
+ {
+ int cfg_count;
- /* 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
+ cfg_count = DescribePixelFormat(dc, 0, 0, 0);
+ adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
- glEnableWINE = glEnable;
- glDisableWINE = glDisable;
+ for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
+ {
+ struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
+ PIXELFORMATDESCRIPTOR pfd;
+ int format_id = i + 1;
- /* For now only one default adapter */
- {
- struct wined3d_adapter *adapter = &wined3d->adapters[0];
- const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
- struct wined3d_pixel_format *cfgs;
- int iPixelFormat;
- int res;
- DISPLAY_DEVICEW DisplayDevice;
- HDC hdc;
+ if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
+ continue;
- TRACE("Initializing default adapter\n");
- adapter->ordinal = 0;
- adapter->monitorPoint.x = -1;
- adapter->monitorPoint.y = -1;
+ /* 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;
+ }
- if (!AllocateLocallyUniqueId(&adapter->luid))
- {
- DWORD err = GetLastError();
- ERR("Failed to set adapter LUID (%#x).\n", err);
- goto nogl_adapter;
+ 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;
}
- TRACE("Allocated LUID %08x:%08x for adapter.\n",
- adapter->luid.HighPart, adapter->luid.LowPart);
+ }
+}
- if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
- {
- ERR("Failed to get a gl context for default adapter\n");
- goto nogl_adapter;
- }
+/* 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];
- ret = wined3d_adapter_init_gl_caps(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;
- }
+ TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
- hdc = fake_gl_ctx.dc;
+ adapter->ordinal = ordinal;
+ adapter->monitorPoint.x = -1;
+ adapter->monitorPoint.y = -1;
- adapter->TextureRam = adapter->driver_info.vidmem;
- adapter->UsedTextureRam = 0;
- TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
+/* 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
- /* 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);
+ glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
+ glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
- if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
- {
- GLint cfg_count;
- 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, &cfg_count));
- adapter->cfg_count = cfg_count;
-
- adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
- 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->cfg_count; ++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];
- }
- }
+ 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);
- 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(*adapter->cfgs));
- adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
+ if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
+ {
+ ERR("Failed to get a GL context for adapter %p.\n", adapter);
+ return FALSE;
+ }
- cfgs = adapter->cfgs;
- for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
- {
- PIXELFORMATDESCRIPTOR ppfd;
+ 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);
- res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
- if(!res)
- continue;
+ 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;
+ }
- /* 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;
- }
+ 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;
+ }
- 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->cfg_count++;
- }
+ 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;
+ }
- /* 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)
- {
- ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
+ 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);
- HeapFree(GetProcessHeap(), 0, adapter->cfgs);
- goto nogl_adapter;
- }
- }
+ 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);
- WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
+ WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
- select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
- fillGLAttribFuncs(&adapter->gl_info);
- adapter->opengl = TRUE;
- }
- wined3d->adapter_count = 1;
- TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
+ wined3d_adapter_init_ffp_attrib_ops(adapter);
return TRUE;
+}
+
+static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
+{
+ DISPLAY_DEVICEW display_device;
-nogl_adapter:
- /* Initialize an adapter for ddraw-only memory counting */
- memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
- wined3d->adapters[0].ordinal = 0;
- wined3d->adapters[0].opengl = FALSE;
- wined3d->adapters[0].monitorPoint.x = -1;
- wined3d->adapters[0].monitorPoint.y = -1;
+ memset(adapter, 0, sizeof(*adapter));
+ adapter->ordinal = ordinal;
+ adapter->monitorPoint.x = -1;
+ adapter->monitorPoint.y = -1;
- wined3d->adapters[0].driver_info.name = "Display";
- wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
+ adapter->driver_info.name = "Display";
+ adapter->driver_info.description = "WineD3D DirectDraw Emulation";
if (wined3d_settings.emulated_textureram)
- wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
+ adapter->TextureRam = wined3d_settings.emulated_textureram;
else
- wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
+ adapter->TextureRam = 128 * 1024 * 1024;
- initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
+ initPixelFormatsNoGL(&adapter->gl_info);
- wined3d->adapter_count = 1;
- return FALSE;
+ adapter->vertex_pipe = &none_vertex_pipe;
+ adapter->fragment_pipe = &none_fragment_pipe;
+ adapter->shader_backend = &none_shader_backend;
+ adapter->blitter = &cpu_blit;
+
+ 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(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
+HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags)
{
wined3d->dxVersion = version;
wined3d->ref = 1;
- wined3d->parent = parent;
wined3d->flags = flags;
- if (!InitAdapters(wined3d))
+ TRACE("Initializing adapters.\n");
+
+ 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;
}