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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/directx.c@ 35716

Last change on this file since 35716 was 35716, checked in by vboxsync, 14 years ago

wined3d: 64bit build fix

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File size: 237.1 KB
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1/*
2 * IWineD3D implementation
3 *
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
10 *
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
15 *
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
20 *
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 */
25
26/*
27 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
28 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
29 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
30 * a choice of LGPL license versions is made available with the language indicating
31 * that LGPLv2 or any later version may be used, or where a choice of which version
32 * of the LGPL is applied is otherwise unspecified.
33 */
34
35#include "config.h"
36#include <stdio.h>
37#include "wined3d_private.h"
38
39WINE_DEFAULT_DEBUG_CHANNEL(d3d);
40WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
41
42#define GLINFO_LOCATION (*gl_info)
43#define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
44
45/* The d3d device ID */
46static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
47
48/* Extension detection */
49static const struct {
50 const char *extension_string;
51 GL_SupportedExt extension;
52 DWORD version;
53} EXTENSION_MAP[] = {
54 /* APPLE */
55 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
56 {"GL_APPLE_fence", APPLE_FENCE, 0 },
57 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
58 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
59 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
60 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
61
62 /* ARB */
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
65 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
66 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
67 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
68 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
69 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
70 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
71 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
72 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
73 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
74 {"GL_ARB_imaging", ARB_IMAGING, 0 },
75 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
76 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
77 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
78 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
79 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
80 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
81 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
82 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
83 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
84 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
85 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
86 {"GL_ARB_sync", ARB_SYNC, 0 },
87 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
88 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
89 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
90 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
91 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
92 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
93 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
94 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
95 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
96 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
97 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
98 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
99 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
100 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
101 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
102 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
103
104 /* ATI */
105 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
106 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
107 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
108 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
109 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
110
111 /* EXT */
112 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
113 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
114 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
115 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
116 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
117 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
118 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
119 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
120 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
121 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
123 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
124 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
125 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
126 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
127 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
128 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
129 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
130 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
131 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
132 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
133 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
134 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
135 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
136 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
137 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
138 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
139 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
140
141 /* NV */
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_fence", NV_FENCE, 0 },
144 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
145 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
146 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
147 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
148 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
149 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
150 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
151 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
152 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
153 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
154 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
155 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
156 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
157 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
158 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
159 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
160 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
161
162 /* SGI */
163 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
164};
165
166/**********************************************************
167 * Utility functions follow
168 **********************************************************/
169
170static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
171
172const struct min_lookup minMipLookup[] =
173{
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
177 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
178};
179
180const struct min_lookup minMipLookup_noFilter[] =
181{
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
186};
187
188const struct min_lookup minMipLookup_noMip[] =
189{
190 /* NONE POINT LINEAR */
191 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
192 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
193 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
194};
195
196const GLenum magLookup[] =
197{
198 /* NONE POINT LINEAR */
199 GL_NEAREST, GL_NEAREST, GL_LINEAR,
200};
201
202const GLenum magLookup_noFilter[] =
203{
204 /* NONE POINT LINEAR */
205 GL_NEAREST, GL_NEAREST, GL_NEAREST,
206};
207
208/* drawStridedSlow attributes */
209glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
210glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
211glAttribFunc specular_func_3ubv;
212glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
213glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
214glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
215
216/**
217 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
218 * i.e., there is no GL Context - Get a default rendering context to enable the
219 * function query some info from GL.
220 */
221
222struct wined3d_fake_gl_ctx
223{
224 HDC dc;
225 HWND wnd;
226 HGLRC gl_ctx;
227 HDC restore_dc;
228 HGLRC restore_gl_ctx;
229};
230
231static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
232{
233 TRACE_(d3d_caps)("Destroying fake GL context.\n");
234
235 if (!pwglMakeCurrent(NULL, NULL))
236 {
237 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
238 }
239
240 if (!pwglDeleteContext(ctx->gl_ctx))
241 {
242 DWORD err = GetLastError();
243 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
244 }
245
246 ReleaseDC(ctx->wnd, ctx->dc);
247 DestroyWindow(ctx->wnd);
248
249 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
250 {
251 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
252 }
253}
254
255static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
256{
257 PIXELFORMATDESCRIPTOR pfd;
258 int iPixelFormat;
259
260 TRACE("getting context...\n");
261
262 ctx->restore_dc = pwglGetCurrentDC();
263 ctx->restore_gl_ctx = pwglGetCurrentContext();
264
265 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
266 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
267 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
268 if (!ctx->wnd)
269 {
270 ERR_(d3d_caps)("Failed to create a window.\n");
271 goto fail;
272 }
273
274 ctx->dc = GetDC(ctx->wnd);
275 if (!ctx->dc)
276 {
277 ERR_(d3d_caps)("Failed to get a DC.\n");
278 goto fail;
279 }
280
281 /* PixelFormat selection */
282 ZeroMemory(&pfd, sizeof(pfd));
283 pfd.nSize = sizeof(pfd);
284 pfd.nVersion = 1;
285 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
286 pfd.iPixelType = PFD_TYPE_RGBA;
287 pfd.cColorBits = 32;
288 pfd.iLayerType = PFD_MAIN_PLANE;
289
290 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
291 if (!iPixelFormat)
292 {
293 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
294 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
295 goto fail;
296 }
297 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
298 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
299
300 /* Create a GL context. */
301 ctx->gl_ctx = pwglCreateContext(ctx->dc);
302 if (!ctx->gl_ctx)
303 {
304 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
305 goto fail;
306 }
307
308 /* Make it the current GL context. */
309 if (!context_set_current(NULL))
310 {
311 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
312 }
313
314 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
315 {
316 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
317 goto fail;
318 }
319
320 return TRUE;
321
322fail:
323 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
324 ctx->gl_ctx = NULL;
325 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
326 ctx->dc = NULL;
327 if (ctx->wnd) DestroyWindow(ctx->wnd);
328 ctx->wnd = NULL;
329 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
330 {
331 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
332 }
333
334 return FALSE;
335}
336
337/* Adjust the amount of used texture memory */
338long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
339{
340 struct wined3d_adapter *adapter = D3DDevice->adapter;
341
342 adapter->UsedTextureRam += glram;
343 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
344 return adapter->UsedTextureRam;
345}
346
347static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
348{
349 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
350 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
351}
352
353/**********************************************************
354 * IUnknown parts follows
355 **********************************************************/
356
357static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
358{
359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
360
361 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
362 if (IsEqualGUID(riid, &IID_IUnknown)
363 || IsEqualGUID(riid, &IID_IWineD3DBase)
364 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
365 IUnknown_AddRef(iface);
366 *ppobj = This;
367 return S_OK;
368 }
369 *ppobj = NULL;
370 return E_NOINTERFACE;
371}
372
373static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 ULONG refCount = InterlockedIncrement(&This->ref);
376
377 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
378 return refCount;
379}
380
381static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
382 IWineD3DImpl *This = (IWineD3DImpl *)iface;
383 ULONG ref;
384 TRACE("(%p) : Releasing from %d\n", This, This->ref);
385 ref = InterlockedDecrement(&This->ref);
386 if (ref == 0) {
387 unsigned int i;
388
389 for (i = 0; i < This->adapter_count; ++i)
390 {
391 wined3d_adapter_cleanup(&This->adapters[i]);
392 }
393 HeapFree(GetProcessHeap(), 0, This);
394 }
395
396 return ref;
397}
398
399/**********************************************************
400 * IWineD3D parts follows
401 **********************************************************/
402
403/* GL locking is done by the caller */
404static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
405{
406 GLuint prog;
407 BOOL ret = FALSE;
408 const char *testcode =
409 "!!ARBvp1.0\n"
410 "PARAM C[66] = { program.env[0..65] };\n"
411 "ADDRESS A0;"
412 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
413 "ARL A0.x, zero.x;\n"
414 "MOV result.position, C[A0.x + 65];\n"
415 "END\n";
416
417 while(glGetError());
418 GL_EXTCALL(glGenProgramsARB(1, &prog));
419 if(!prog) {
420 ERR("Failed to create an ARB offset limit test program\n");
421 }
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
423 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
424 strlen(testcode), testcode));
425 if(glGetError() != 0) {
426 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
427 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
428 ret = TRUE;
429 } else TRACE("OpenGL implementation allows offsets > 63\n");
430
431 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
432 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
433 checkGLcall("ARB vp offset limit test cleanup");
434
435 return ret;
436}
437
438static DWORD ver_for_ext(GL_SupportedExt ext)
439{
440 unsigned int i;
441 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
442 if(EXTENSION_MAP[i].extension == ext) {
443 return EXTENSION_MAP[i].version;
444 }
445 }
446 return 0;
447}
448
449static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
450 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
451{
452 if (card_vendor != HW_VENDOR_ATI) return FALSE;
453 if (device == CARD_ATI_RADEON_9500) return TRUE;
454 if (device == CARD_ATI_RADEON_X700) return TRUE;
455 if (device == CARD_ATI_RADEON_X1600) return TRUE;
456 return FALSE;
457}
458
459static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
460 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
461{
462 if (card_vendor == HW_VENDOR_NVIDIA)
463 {
464 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
465 {
466 return TRUE;
467 }
468 }
469 return FALSE;
470}
471
472static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
473 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
474{
475 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
476 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
477 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
478 *
479 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
480 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
481 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
482 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
483 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
484 * the chance that other implementations support them is rather small since Win32 QuickTime uses
485 * DirectDraw, not OpenGL.
486 *
487 * This test has been moved into wined3d_guess_gl_vendor()
488 */
489 if (gl_vendor == GL_VENDOR_APPLE)
490 {
491 return TRUE;
492 }
493 return FALSE;
494}
495
496/* Context activation is done by the caller. */
497static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
498{
499 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
500 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
501 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * if the test fails.
503 *
504 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
505 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
506 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
507 * read back is compared to the original. If they are equal PBOs are assumed to work,
508 * otherwise the PBO extension is disabled. */
509 GLuint texture, pbo;
510 static const unsigned int pattern[] =
511 {
512 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
513 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
514 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
515 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
516 };
517 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
518
519 /* No PBO -> No point in testing them. */
520 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
521
522 ENTER_GL();
523
524 while (glGetError());
525 glGenTextures(1, &texture);
526 glBindTexture(GL_TEXTURE_2D, texture);
527
528 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
529 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
530 checkGLcall("Specifying the PBO test texture");
531
532 GL_EXTCALL(glGenBuffersARB(1, &pbo));
533 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
534 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
535 checkGLcall("Specifying the PBO test pbo");
536
537 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
538 checkGLcall("Loading the PBO test texture");
539
540 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
542
543 memset(check, 0, sizeof(check));
544 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
545 checkGLcall("Reading back the PBO test texture");
546
547 glDeleteTextures(1, &texture);
548 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
549 checkGLcall("PBO test cleanup");
550
551 LEAVE_GL();
552
553 if (memcmp(check, pattern, sizeof(check)))
554 {
555 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
556 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
557 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 }
559 else
560 {
561 TRACE_(d3d_caps)("PBO test successful.\n");
562 }
563}
564
565static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
567{
568 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
569}
570
571static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573{
574 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
575 if (card_vendor != HW_VENDOR_ATI) return FALSE;
576 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 return TRUE;
578}
579
580static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
581 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
582{
583 return gl_vendor == GL_VENDOR_FGLRX;
584
585}
586
587static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
589{
590 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
591 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
592 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
593 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
594 * hardcoded
595 *
596 * dx10 cards usually have 64 varyings */
597 return gl_info->limits.glsl_varyings > 44;
598}
599
600/* A GL context is provided by the caller */
601static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
602 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
603{
604 GLenum error;
605 DWORD data[16];
606
607 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608
609 ENTER_GL();
610 while(glGetError());
611 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
612 error = glGetError();
613 LEAVE_GL();
614
615 if(error == GL_NO_ERROR)
616 {
617 TRACE("GL Implementation accepts 4 component specular color pointers\n");
618 return TRUE;
619 }
620 else
621 {
622 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
623 debug_glerror(error));
624 return FALSE;
625 }
626}
627
628static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
629 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
630{
631 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
632 return gl_info->supported[NV_TEXTURE_SHADER];
633}
634
635/* A GL context is provided by the caller */
636static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
637 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
638{
639 GLuint prog;
640 BOOL ret = FALSE;
641 GLint pos;
642 const char *testcode =
643 "!!ARBvp1.0\n"
644 "OPTION NV_vertex_program2;\n"
645 "MOV result.clip[0], 0.0;\n"
646 "MOV result.position, 0.0;\n"
647 "END\n";
648
649 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
650
651 ENTER_GL();
652 while(glGetError());
653
654 GL_EXTCALL(glGenProgramsARB(1, &prog));
655 if(!prog)
656 {
657 ERR("Failed to create the NVvp clip test program\n");
658 LEAVE_GL();
659 return FALSE;
660 }
661 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
662 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
663 strlen(testcode), testcode));
664 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
665 if(pos != -1)
666 {
667 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
668 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 ret = TRUE;
670 while(glGetError());
671 }
672 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
673
674 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
675 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
676 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
677
678 LEAVE_GL();
679 return ret;
680}
681
682/* Context activation is done by the caller. */
683static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
684 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
685{
686 char data[4 * 4 * 4];
687 GLuint tex, fbo;
688 GLenum status;
689
690 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
691
692 memset(data, 0xcc, sizeof(data));
693
694 ENTER_GL();
695
696 glGenTextures(1, &tex);
697 glBindTexture(GL_TEXTURE_2D, tex);
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
700 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
701 checkGLcall("glTexImage2D");
702
703 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
704 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
705 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
706 checkGLcall("glFramebufferTexture2D");
707
708 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
709 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
710 checkGLcall("glCheckFramebufferStatus");
711
712 memset(data, 0x11, sizeof(data));
713 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
714 checkGLcall("glTexSubImage2D");
715
716 glClearColor(0.996, 0.729, 0.745, 0.792);
717 glClear(GL_COLOR_BUFFER_BIT);
718 checkGLcall("glClear");
719
720 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
721 checkGLcall("glGetTexImage");
722
723 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
724 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
725 glBindTexture(GL_TEXTURE_2D, 0);
726 checkGLcall("glBindTexture");
727
728 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
729 glDeleteTextures(1, &tex);
730 checkGLcall("glDeleteTextures");
731
732 LEAVE_GL();
733
734 return *(DWORD *)data == 0x11111111;
735}
736
737static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
738{
739 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
740 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
741 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
742 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
743}
744
745static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
746{
747 quirk_arb_constants(gl_info);
748 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
749 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
750 * allow 48 different offsets or other helper immediate values. */
751 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
752 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
753}
754
755/* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
756 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
757 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
758 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
759 * most games, but avoids the crash
760 *
761 * A more sophisticated way would be to find all units that need texture coordinates and enable
762 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
763 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
764 *
765 * Note that disabling the extension entirely does not gain predictability because there is no point
766 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
767static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
768{
769 if (gl_info->supported[ARB_POINT_SPRITE])
770 {
771 TRACE("Limiting point sprites to one texture unit.\n");
772 gl_info->limits.point_sprite_units = 1;
773 }
774}
775
776static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
777{
778 quirk_arb_constants(gl_info);
779
780 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
781 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
782 * If real NP2 textures are used, the driver falls back to software. We could just remove the
783 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
784 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
785 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
786 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
787 *
788 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
789 * has this extension promoted to core. The extension loading code sets this extension supported
790 * due to that, so this code works on fglrx as well. */
791 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
792 {
793 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
794 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
795 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
796 }
797
798 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
799 * it is generally more efficient. Reserve just 8 constants. */
800 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
801 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
802}
803
804static void quirk_no_np2(struct wined3d_gl_info *gl_info)
805{
806 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
807 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
808 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
809 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
810 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
811 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
812 *
813 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
814 * triggering the software fallback. There is not much we can do here apart from disabling the
815 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
816 * in IWineD3DImpl_FillGLCaps).
817 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
818 * post-processing effects in the game "Max Payne 2").
819 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
820 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
821 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
822 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
823}
824
825static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
826{
827 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
828 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
829 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
830 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
831 * according to the spec.
832 *
833 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
834 * makes the shader slower and eats instruction slots which should be available to the d3d app.
835 *
836 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
837 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
838 * this workaround is activated on cards that do not need it, it won't break things, just affect
839 * performance negatively. */
840 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
841 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
842}
843
844static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
845{
846 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
847}
848
849static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
850{
851 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
852}
853
854static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
855{
856 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
857 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
858}
859
860static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
861{
862 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
863}
864
865static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
866{
867 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
868}
869
870static BOOL match_ati_hd4800(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
871 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
872{
873 if (card_vendor != HW_VENDOR_ATI) return FALSE;
874 if (device == CARD_ATI_RADEON_HD4800) return TRUE;
875 return FALSE;
876}
877
878static void quirk_fullsize_blit(struct wined3d_gl_info *gl_info)
879{
880 gl_info->quirks |= WINED3D_QUIRK_FULLSIZE_BLIT;
881}
882
883struct driver_quirk
884{
885 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
886 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
887 void (*apply)(struct wined3d_gl_info *gl_info);
888 const char *description;
889};
890
891static const struct driver_quirk quirk_table[] =
892{
893 {
894 match_ati_r300_to_500,
895 quirk_ati_dx9,
896 "ATI GLSL constant and normalized texrect quirk"
897 },
898 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
899 * used it falls back to software. While the compiler can detect if the shader uses all declared
900 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
901 * using relative addressing falls back to software.
902 *
903 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
904 {
905 match_apple,
906 quirk_apple_glsl_constants,
907 "Apple GLSL uniform override"
908 },
909 {
910 match_geforce5,
911 quirk_no_np2,
912 "Geforce 5 NP2 disable"
913 },
914 {
915 match_apple_intel,
916 quirk_texcoord_w,
917 "Init texcoord .w for Apple Intel GPU driver"
918 },
919 {
920 match_apple_nonr500ati,
921 quirk_texcoord_w,
922 "Init texcoord .w for Apple ATI >= r600 GPU driver"
923 },
924 {
925 match_fglrx,
926 quirk_one_point_sprite,
927 "Fglrx point sprite crash workaround"
928 },
929 {
930 match_dx10_capable,
931 quirk_clip_varying,
932 "Reserved varying for gl_ClipPos"
933 },
934 {
935 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
936 * GL implementations accept it. The Mac GL is the only implementation known to
937 * reject it.
938 *
939 * If we can pass 4 component specular colors, do it, because (a) we don't have
940 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
941 * passes specular alpha to the pixel shader if any is used. Otherwise the
942 * specular alpha is used to pass the fog coordinate, which we pass to opengl
943 * via GL_EXT_fog_coord.
944 */
945 match_allows_spec_alpha,
946 quirk_allows_specular_alpha,
947 "Allow specular alpha quirk"
948 },
949 {
950 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
951 * (rdar://5682521).
952 */
953 match_apple_nvts,
954 quirk_apple_nvts,
955 "Apple NV_texture_shader disable"
956 },
957 {
958 match_broken_nv_clip,
959 quirk_disable_nvvp_clip,
960 "Apple NV_vertex_program clip bug quirk"
961 },
962 {
963 match_fbo_tex_update,
964 quirk_fbo_tex_update,
965 "FBO rebind for attachment updates"
966 },
967 {
968 match_ati_hd4800,
969 quirk_fullsize_blit,
970 "Fullsize blit"
971 },
972};
973
974/* Certain applications (Steam) complain if we report an outdated driver version. In general,
975 * reporting a driver version is moot because we are not the Windows driver, and we have different
976 * bugs, features, etc.
977 *
978 * The driver version has the form "x.y.z.w".
979 *
980 * "x" is the Windows version the driver is meant for:
981 * 4 -> 95/98/NT4
982 * 5 -> 2000
983 * 6 -> 2000/XP
984 * 7 -> Vista
985 * 8 -> Win 7
986 *
987 * "y" is the Direct3D level the driver supports:
988 * 11 -> d3d6
989 * 12 -> d3d7
990 * 13 -> d3d8
991 * 14 -> d3d9
992 * 15 -> d3d10
993 *
994 * "z" is unknown, possibly vendor specific.
995 *
996 * "w" is the vendor specific driver version.
997 */
998struct driver_version_information
999{
1000 WORD vendor; /* reported PCI card vendor ID */
1001 WORD card; /* reported PCI card device ID */
1002 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1003 WORD d3d_level; /* driver hiword to report */
1004 WORD lopart_hi, lopart_lo; /* driver loword to report */
1005};
1006
1007static const struct driver_version_information driver_version_table[] =
1008{
1009 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
1010 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
1011 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
1012 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
1013 *
1014 * All version numbers used below are from the Linux nvidia drivers. */
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1046
1047 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1048 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1049 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1050 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1051 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1052 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1053 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1054 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1055 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1056 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1057 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1058 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1059 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1060
1061 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1062};
1063
1064static void init_driver_info(struct wined3d_driver_info *driver_info,
1065 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1066{
1067 OSVERSIONINFOW os_version;
1068 WORD driver_os_version;
1069 unsigned int i;
1070
1071 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1072 {
1073 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1074 vendor = wined3d_settings.pci_vendor_id;
1075 }
1076 driver_info->vendor = vendor;
1077
1078 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1079 {
1080 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1081 device = wined3d_settings.pci_device_id;
1082 }
1083 driver_info->device = device;
1084
1085 switch (vendor)
1086 {
1087 case HW_VENDOR_ATI:
1088 driver_info->name = "ati2dvag.dll";
1089 break;
1090
1091 case HW_VENDOR_NVIDIA:
1092 driver_info->name = "nv4_disp.dll";
1093 break;
1094
1095 case HW_VENDOR_INTEL:
1096 default:
1097 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1098 driver_info->name = "Display";
1099 break;
1100 }
1101
1102 memset(&os_version, 0, sizeof(os_version));
1103 os_version.dwOSVersionInfoSize = sizeof(os_version);
1104 if (!GetVersionExW(&os_version))
1105 {
1106 ERR("Failed to get OS version, reporting 2000/XP.\n");
1107 driver_os_version = 6;
1108 }
1109 else
1110 {
1111 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1112 switch (os_version.dwMajorVersion)
1113 {
1114 case 4:
1115 driver_os_version = 4;
1116 break;
1117
1118 case 5:
1119 driver_os_version = 6;
1120 break;
1121
1122 case 6:
1123 if (os_version.dwMinorVersion == 0)
1124 {
1125 driver_os_version = 7;
1126 }
1127 else
1128 {
1129 if (os_version.dwMinorVersion > 1)
1130 {
1131 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1132 os_version.dwMajorVersion, os_version.dwMinorVersion);
1133 }
1134 driver_os_version = 8;
1135 }
1136 break;
1137
1138 default:
1139 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1140 os_version.dwMajorVersion, os_version.dwMinorVersion);
1141 driver_os_version = 6;
1142 break;
1143 }
1144 }
1145
1146 driver_info->description = "Direct3D HAL";
1147 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1148 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1149
1150 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1151 {
1152 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1153 {
1154 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1155
1156 driver_info->description = driver_version_table[i].description;
1157 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1158 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1159 driver_version_table[i].lopart_lo);
1160 break;
1161 }
1162 }
1163
1164 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1165 driver_info->version_high, driver_info->version_low);
1166}
1167
1168/* Context activation is done by the caller. */
1169static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1170 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1171{
1172 unsigned int i;
1173
1174 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1175 {
1176 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1177 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1178 quirk_table[i].apply(gl_info);
1179 }
1180
1181 /* Find out if PBOs work as they are supposed to. */
1182 test_pbo_functionality(gl_info);
1183}
1184
1185static DWORD wined3d_parse_gl_version(const char *gl_version)
1186{
1187 const char *ptr = gl_version;
1188 int major, minor;
1189
1190 major = atoi(ptr);
1191 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1192
1193 while (isdigit(*ptr)) ++ptr;
1194 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1195
1196 minor = atoi(ptr);
1197
1198 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1199
1200 return MAKEDWORD_VERSION(major, minor);
1201}
1202
1203static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1204{
1205
1206 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1207 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1208 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1209 *
1210 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1211 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1212 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1213 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1214 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1215 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1216 * DirectDraw, not OpenGL. */
1217 if (gl_info->supported[APPLE_FENCE]
1218 && gl_info->supported[APPLE_CLIENT_STORAGE]
1219 && gl_info->supported[APPLE_FLUSH_RENDER]
1220 && gl_info->supported[APPLE_YCBCR_422])
1221 return GL_VENDOR_APPLE;
1222
1223 if (strstr(gl_vendor_string, "NVIDIA"))
1224 return GL_VENDOR_NVIDIA;
1225
1226 if (strstr(gl_vendor_string, "ATI"))
1227 return GL_VENDOR_FGLRX;
1228
1229 if (strstr(gl_vendor_string, "Intel(R)")
1230 || strstr(gl_renderer, "Intel(R)")
1231 || strstr(gl_vendor_string, "Intel Inc."))
1232 return GL_VENDOR_INTEL;
1233
1234 if (strstr(gl_vendor_string, "Mesa")
1235 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1236 || strstr(gl_vendor_string, "DRI R300 Project")
1237 || strstr(gl_vendor_string, "X.Org R300 Project")
1238 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1239 || strstr(gl_vendor_string, "VMware, Inc.")
1240 || strstr(gl_renderer, "Mesa")
1241 || strstr(gl_renderer, "Gallium"))
1242 return GL_VENDOR_MESA;
1243
1244 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1245 debugstr_a(gl_vendor_string));
1246
1247 return GL_VENDOR_UNKNOWN;
1248}
1249
1250static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1251{
1252 if (strstr(gl_vendor_string, "NVIDIA"))
1253 return HW_VENDOR_NVIDIA;
1254
1255 if (strstr(gl_vendor_string, "ATI")
1256 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1257 || strstr(gl_vendor_string, "X.Org R300 Project")
1258 || strstr(gl_vendor_string, "DRI R300 Project"))
1259 return HW_VENDOR_ATI;
1260
1261 if (strstr(gl_vendor_string, "Intel(R)")
1262 || strstr(gl_renderer, "Intel(R)")
1263 || strstr(gl_vendor_string, "Intel Inc."))
1264 return HW_VENDOR_INTEL;
1265
1266 if (strstr(gl_vendor_string, "Mesa")
1267 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1268 || strstr(gl_vendor_string, "VMware, Inc."))
1269 return HW_VENDOR_SOFTWARE;
1270
1271 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1272
1273 return HW_VENDOR_NVIDIA;
1274}
1275
1276
1277
1278static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1279 const char *gl_renderer, unsigned int *vidmem)
1280{
1281#ifndef VBOX_WITH_WDDM
1282 if (WINE_D3D10_CAPABLE(gl_info))
1283#endif
1284 {
1285 /* Geforce 200 - highend */
1286 if (strstr(gl_renderer, "GTX 280")
1287 || strstr(gl_renderer, "GTX 285")
1288 || strstr(gl_renderer, "GTX 295"))
1289 {
1290 *vidmem = 1024;
1291 return CARD_NVIDIA_GEFORCE_GTX280;
1292 }
1293
1294 /* Geforce 200 - midend high */
1295 if (strstr(gl_renderer, "GTX 275"))
1296 {
1297 *vidmem = 896;
1298 return CARD_NVIDIA_GEFORCE_GTX275;
1299 }
1300
1301 /* Geforce 200 - midend */
1302 if (strstr(gl_renderer, "GTX 260"))
1303 {
1304 *vidmem = 1024;
1305 return CARD_NVIDIA_GEFORCE_GTX260;
1306 }
1307 /* Geforce 200 - midend */
1308 if (strstr(gl_renderer, "GT 240"))
1309 {
1310 *vidmem = 512;
1311 return CARD_NVIDIA_GEFORCE_GT240;
1312 }
1313
1314 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1315 if (strstr(gl_renderer, "9800")
1316 || strstr(gl_renderer, "GTS 150")
1317 || strstr(gl_renderer, "GTS 250"))
1318 {
1319 *vidmem = 512;
1320 return CARD_NVIDIA_GEFORCE_9800GT;
1321 }
1322
1323 /* Geforce9 - midend */
1324 if (strstr(gl_renderer, "9600"))
1325 {
1326 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1327 return CARD_NVIDIA_GEFORCE_9600GT;
1328 }
1329
1330 /* Geforce9 - midend low / Geforce 200 - low */
1331 if (strstr(gl_renderer, "9500")
1332 || strstr(gl_renderer, "GT 120")
1333 || strstr(gl_renderer, "GT 130"))
1334 {
1335 *vidmem = 256; /* The 9500GT has 256-1024MB */
1336 return CARD_NVIDIA_GEFORCE_9500GT;
1337 }
1338
1339 /* Geforce9 - lowend */
1340 if (strstr(gl_renderer, "9400"))
1341 {
1342 *vidmem = 256; /* The 9400GT has 256-1024MB */
1343 return CARD_NVIDIA_GEFORCE_9400GT;
1344 }
1345
1346 /* Geforce9 - lowend low */
1347 if (strstr(gl_renderer, "9100")
1348 || strstr(gl_renderer, "9200")
1349 || strstr(gl_renderer, "9300")
1350 || strstr(gl_renderer, "G 100"))
1351 {
1352 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1353 return CARD_NVIDIA_GEFORCE_9200;
1354 }
1355
1356 /* Geforce8 - highend */
1357 if (strstr(gl_renderer, "8800"))
1358 {
1359 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1360 return CARD_NVIDIA_GEFORCE_8800GTS;
1361 }
1362
1363 /* Geforce8 - midend mobile */
1364 if (strstr(gl_renderer, "8600 M"))
1365 {
1366 *vidmem = 512;
1367 return CARD_NVIDIA_GEFORCE_8600MGT;
1368 }
1369
1370 /* Geforce8 - midend */
1371 if (strstr(gl_renderer, "8600")
1372 || strstr(gl_renderer, "8700"))
1373 {
1374 *vidmem = 256;
1375 return CARD_NVIDIA_GEFORCE_8600GT;
1376 }
1377
1378 /* Geforce8 - lowend */
1379 if (strstr(gl_renderer, "8100")
1380 || strstr(gl_renderer, "8200")
1381 || strstr(gl_renderer, "8300")
1382 || strstr(gl_renderer, "8400")
1383 || strstr(gl_renderer, "8500"))
1384 {
1385 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1386 return CARD_NVIDIA_GEFORCE_8300GS;
1387 }
1388
1389 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1390 *vidmem = 128;
1391 return CARD_NVIDIA_GEFORCE_8300GS;
1392 }
1393
1394 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1395 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1396 */
1397 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1398 {
1399 /* Geforce7 - highend */
1400 if (strstr(gl_renderer, "7800")
1401 || strstr(gl_renderer, "7900")
1402 || strstr(gl_renderer, "7950")
1403 || strstr(gl_renderer, "Quadro FX 4")
1404 || strstr(gl_renderer, "Quadro FX 5"))
1405 {
1406 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1407 return CARD_NVIDIA_GEFORCE_7800GT;
1408 }
1409
1410 /* Geforce7 midend */
1411 if (strstr(gl_renderer, "7600")
1412 || strstr(gl_renderer, "7700"))
1413 {
1414 *vidmem = 256; /* The 7600 uses 256-512MB */
1415 return CARD_NVIDIA_GEFORCE_7600;
1416 }
1417
1418 /* Geforce7 lower medium */
1419 if (strstr(gl_renderer, "7400"))
1420 {
1421 *vidmem = 256; /* The 7400 uses 256-512MB */
1422 return CARD_NVIDIA_GEFORCE_7400;
1423 }
1424
1425 /* Geforce7 lowend */
1426 if (strstr(gl_renderer, "7300"))
1427 {
1428 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1429 return CARD_NVIDIA_GEFORCE_7300;
1430 }
1431
1432 /* Geforce6 highend */
1433 if (strstr(gl_renderer, "6800"))
1434 {
1435 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1436 return CARD_NVIDIA_GEFORCE_6800;
1437 }
1438
1439 /* Geforce6 - midend */
1440 if (strstr(gl_renderer, "6600")
1441 || strstr(gl_renderer, "6610")
1442 || strstr(gl_renderer, "6700"))
1443 {
1444 *vidmem = 128; /* A 6600GT has 128-256MB */
1445 return CARD_NVIDIA_GEFORCE_6600GT;
1446 }
1447
1448 /* Geforce6/7 lowend */
1449 *vidmem = 64; /* */
1450 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1451 }
1452
1453 if (WINE_D3D9_CAPABLE(gl_info))
1454 {
1455 /* GeforceFX - highend */
1456 if (strstr(gl_renderer, "5800")
1457 || strstr(gl_renderer, "5900")
1458 || strstr(gl_renderer, "5950")
1459 || strstr(gl_renderer, "Quadro FX"))
1460 {
1461 *vidmem = 256; /* 5800-5900 cards use 256MB */
1462 return CARD_NVIDIA_GEFORCEFX_5800;
1463 }
1464
1465 /* GeforceFX - midend */
1466 if (strstr(gl_renderer, "5600")
1467 || strstr(gl_renderer, "5650")
1468 || strstr(gl_renderer, "5700")
1469 || strstr(gl_renderer, "5750"))
1470 {
1471 *vidmem = 128; /* A 5600 uses 128-256MB */
1472 return CARD_NVIDIA_GEFORCEFX_5600;
1473 }
1474
1475 /* GeforceFX - lowend */
1476 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1477 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1478 }
1479
1480 if (WINE_D3D8_CAPABLE(gl_info))
1481 {
1482 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1483 {
1484 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1485 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1486 }
1487
1488 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1489 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1490 }
1491
1492 if (WINE_D3D7_CAPABLE(gl_info))
1493 {
1494 if (strstr(gl_renderer, "GeForce4 MX"))
1495 {
1496 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1497 * early models had 32MB but most have 64MB or even 128MB. */
1498 *vidmem = 64;
1499 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1500 }
1501
1502 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1503 {
1504 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1505 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1506 }
1507
1508 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1509 {
1510 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1511 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1512 }
1513
1514 /* Most Geforce1 cards have 32MB, there are also some rare 16
1515 * and 64MB (Dell) models. */
1516 *vidmem = 32;
1517 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1518 }
1519
1520 if (strstr(gl_renderer, "TNT2"))
1521 {
1522 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1523 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1524 }
1525
1526 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1527 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1528
1529}
1530
1531static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1532 const char *gl_renderer, unsigned int *vidmem)
1533{
1534 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1535 *
1536 * Beware: renderer string do not match exact card model,
1537 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1538#ifndef VBOX_WITH_WDDM
1539 if (WINE_D3D10_CAPABLE(gl_info))
1540#endif
1541 {
1542 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1543 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1544 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1545 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1546 {
1547 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1548 return CARD_ATI_RADEON_HD5800;
1549 }
1550
1551 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1552 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1553 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1554 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1555 {
1556 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1557 return CARD_ATI_RADEON_HD5700;
1558 }
1559
1560 /* Radeon R7xx HD4800 - highend */
1561 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1562 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1563 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1564 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1565 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1566 {
1567 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1568 return CARD_ATI_RADEON_HD4800;
1569 }
1570
1571 /* Radeon R740 HD4700 - midend */
1572 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1573 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1574 {
1575 *vidmem = 512;
1576 return CARD_ATI_RADEON_HD4700;
1577 }
1578
1579 /* Radeon R730 HD4600 - midend */
1580 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1581 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1582 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1583 {
1584 *vidmem = 512;
1585 return CARD_ATI_RADEON_HD4600;
1586 }
1587
1588 /* Radeon R710 HD4500/HD4350 - lowend */
1589 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1590 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1591 {
1592 *vidmem = 256;
1593 return CARD_ATI_RADEON_HD4350;
1594 }
1595
1596 /* Radeon R6xx HD2900/HD3800 - highend */
1597 if (strstr(gl_renderer, "HD 2900")
1598 || strstr(gl_renderer, "HD 3870")
1599 || strstr(gl_renderer, "HD 3850"))
1600 {
1601 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1602 return CARD_ATI_RADEON_HD2900;
1603 }
1604
1605 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1606 if (strstr(gl_renderer, "HD 2600")
1607 || strstr(gl_renderer, "HD 3830")
1608 || strstr(gl_renderer, "HD 3690")
1609 || strstr(gl_renderer, "HD 3650"))
1610 {
1611 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1612 return CARD_ATI_RADEON_HD2600;
1613 }
1614
1615 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1616 * Note HD2300=DX9, HD2350=DX10 */
1617 if (strstr(gl_renderer, "HD 2350")
1618 || strstr(gl_renderer, "HD 2400")
1619 || strstr(gl_renderer, "HD 3470")
1620 || strstr(gl_renderer, "HD 3450")
1621 || strstr(gl_renderer, "HD 3430")
1622 || strstr(gl_renderer, "HD 3400"))
1623 {
1624 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1625 return CARD_ATI_RADEON_HD2350;
1626 }
1627
1628 /* Radeon R6xx/R7xx integrated */
1629 if (strstr(gl_renderer, "HD 3100")
1630 || strstr(gl_renderer, "HD 3200")
1631 || strstr(gl_renderer, "HD 3300"))
1632 {
1633 *vidmem = 128; /* 128MB */
1634 return CARD_ATI_RADEON_HD3200;
1635 }
1636
1637 /* Default for when no GPU has been found */
1638 *vidmem = 128; /* 128MB */
1639 return CARD_ATI_RADEON_HD3200;
1640 }
1641
1642 if (WINE_D3D8_CAPABLE(gl_info))
1643 {
1644 /* Radeon R5xx */
1645 if (strstr(gl_renderer, "X1600")
1646 || strstr(gl_renderer, "X1650")
1647 || strstr(gl_renderer, "X1800")
1648 || strstr(gl_renderer, "X1900")
1649 || strstr(gl_renderer, "X1950"))
1650 {
1651 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1652 return CARD_ATI_RADEON_X1600;
1653 }
1654
1655 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1656 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1657 if (strstr(gl_renderer, "X700")
1658 || strstr(gl_renderer, "X800")
1659 || strstr(gl_renderer, "X850")
1660 || strstr(gl_renderer, "X1300")
1661 || strstr(gl_renderer, "X1400")
1662 || strstr(gl_renderer, "X1450")
1663 || strstr(gl_renderer, "X1550")
1664 || strstr(gl_renderer, "X2300")
1665 || strstr(gl_renderer, "X2500")
1666 || strstr(gl_renderer, "HD 2300")
1667 )
1668 {
1669 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1670 return CARD_ATI_RADEON_X700;
1671 }
1672
1673 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1674 if (strstr(gl_renderer, "Radeon Xpress"))
1675 {
1676 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1677 return CARD_ATI_RADEON_XPRESS_200M;
1678 }
1679
1680 /* Radeon R3xx */
1681 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1682 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1683 }
1684
1685 if (WINE_D3D8_CAPABLE(gl_info))
1686 {
1687 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1688 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1689 }
1690
1691 if (WINE_D3D7_CAPABLE(gl_info))
1692 {
1693 *vidmem = 32; /* There are models with up to 64MB */
1694 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1695 }
1696
1697 *vidmem = 16; /* There are 16-32MB models */
1698 return CARD_ATI_RAGE_128PRO;
1699
1700}
1701
1702static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1703 const char *gl_renderer, unsigned int *vidmem)
1704{
1705 if (strstr(gl_renderer, "X3100"))
1706 {
1707 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1708 *vidmem = 128;
1709 return CARD_INTEL_X3100;
1710 }
1711
1712 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1713 {
1714 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1715 *vidmem = 64;
1716 return CARD_INTEL_I945GM;
1717 }
1718
1719 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1720 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1721 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1722 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1723 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1724 return CARD_INTEL_I915G;
1725
1726}
1727
1728static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1729 const char *gl_renderer, unsigned int *vidmem)
1730{
1731 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1732 *
1733 * Beware: renderer string do not match exact card model,
1734 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1735 if (strstr(gl_renderer, "Gallium"))
1736 {
1737 /* Radeon R7xx HD4800 - highend */
1738 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1739 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1740 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1741 {
1742 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1743 return CARD_ATI_RADEON_HD4800;
1744 }
1745
1746 /* Radeon R740 HD4700 - midend */
1747 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1748 {
1749 *vidmem = 512;
1750 return CARD_ATI_RADEON_HD4700;
1751 }
1752
1753 /* Radeon R730 HD4600 - midend */
1754 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1755 {
1756 *vidmem = 512;
1757 return CARD_ATI_RADEON_HD4600;
1758 }
1759
1760 /* Radeon R710 HD4500/HD4350 - lowend */
1761 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1762 {
1763 *vidmem = 256;
1764 return CARD_ATI_RADEON_HD4350;
1765 }
1766
1767 /* Radeon R6xx HD2900/HD3800 - highend */
1768 if (strstr(gl_renderer, "R600")
1769 || strstr(gl_renderer, "RV670")
1770 || strstr(gl_renderer, "R680"))
1771 {
1772 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1773 return CARD_ATI_RADEON_HD2900;
1774 }
1775
1776 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1777 if (strstr(gl_renderer, "RV630")
1778 || strstr(gl_renderer, "RV635"))
1779 {
1780 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1781 return CARD_ATI_RADEON_HD2600;
1782 }
1783
1784 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1785 if (strstr(gl_renderer, "RV610")
1786 || strstr(gl_renderer, "RV620"))
1787 {
1788 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1789 return CARD_ATI_RADEON_HD2350;
1790 }
1791
1792 /* Radeon R6xx/R7xx integrated */
1793 if (strstr(gl_renderer, "RS780")
1794 || strstr(gl_renderer, "RS880"))
1795 {
1796 *vidmem = 128; /* 128MB */
1797 return CARD_ATI_RADEON_HD3200;
1798 }
1799
1800 /* Radeon R5xx */
1801 if (strstr(gl_renderer, "RV530")
1802 || strstr(gl_renderer, "RV535")
1803 || strstr(gl_renderer, "RV560")
1804 || strstr(gl_renderer, "R520")
1805 || strstr(gl_renderer, "RV570")
1806 || strstr(gl_renderer, "R580"))
1807 {
1808 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1809 return CARD_ATI_RADEON_X1600;
1810 }
1811
1812 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1813 if (strstr(gl_renderer, "R410")
1814 || strstr(gl_renderer, "R420")
1815 || strstr(gl_renderer, "R423")
1816 || strstr(gl_renderer, "R430")
1817 || strstr(gl_renderer, "R480")
1818 || strstr(gl_renderer, "R481")
1819 || strstr(gl_renderer, "RV410")
1820 || strstr(gl_renderer, "RV515")
1821 || strstr(gl_renderer, "RV516"))
1822 {
1823 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1824 return CARD_ATI_RADEON_X700;
1825 }
1826
1827 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1828 if (strstr(gl_renderer, "RS400")
1829 || strstr(gl_renderer, "RS480")
1830 || strstr(gl_renderer, "RS482")
1831 || strstr(gl_renderer, "RS485")
1832 || strstr(gl_renderer, "RS600")
1833 || strstr(gl_renderer, "RS690")
1834 || strstr(gl_renderer, "RS740"))
1835 {
1836 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1837 return CARD_ATI_RADEON_XPRESS_200M;
1838 }
1839
1840 /* Radeon R3xx */
1841 if (strstr(gl_renderer, "R300")
1842 || strstr(gl_renderer, "RV350")
1843 || strstr(gl_renderer, "RV351")
1844 || strstr(gl_renderer, "RV360")
1845 || strstr(gl_renderer, "RV370")
1846 || strstr(gl_renderer, "R350")
1847 || strstr(gl_renderer, "R360"))
1848 {
1849 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1850 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1851 }
1852 }
1853
1854 if (WINE_D3D9_CAPABLE(gl_info))
1855 {
1856 /* Radeon R7xx HD4800 - highend */
1857 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1858 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1859 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1860 {
1861 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1862 return CARD_ATI_RADEON_HD4800;
1863 }
1864
1865 /* Radeon R740 HD4700 - midend */
1866 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1867 {
1868 *vidmem = 512;
1869 return CARD_ATI_RADEON_HD4700;
1870 }
1871
1872 /* Radeon R730 HD4600 - midend */
1873 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1874 {
1875 *vidmem = 512;
1876 return CARD_ATI_RADEON_HD4600;
1877 }
1878
1879 /* Radeon R710 HD4500/HD4350 - lowend */
1880 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1881 {
1882 *vidmem = 256;
1883 return CARD_ATI_RADEON_HD4350;
1884 }
1885
1886 /* Radeon R6xx HD2900/HD3800 - highend */
1887 if (strstr(gl_renderer, "(R600")
1888 || strstr(gl_renderer, "(RV670")
1889 || strstr(gl_renderer, "(R680"))
1890 {
1891 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1892 return CARD_ATI_RADEON_HD2900;
1893 }
1894
1895 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1896 if (strstr(gl_renderer, "(RV630")
1897 || strstr(gl_renderer, "(RV635"))
1898 {
1899 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1900 return CARD_ATI_RADEON_HD2600;
1901 }
1902
1903 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1904 if (strstr(gl_renderer, "(RV610")
1905 || strstr(gl_renderer, "(RV620"))
1906 {
1907 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1908 return CARD_ATI_RADEON_HD2350;
1909 }
1910
1911 /* Radeon R6xx/R7xx integrated */
1912 if (strstr(gl_renderer, "(RS780")
1913 || strstr(gl_renderer, "(RS880"))
1914 {
1915 *vidmem = 128; /* 128MB */
1916 return CARD_ATI_RADEON_HD3200;
1917 }
1918 }
1919
1920 if (WINE_D3D8_CAPABLE(gl_info))
1921 {
1922 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1923 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1924 }
1925
1926 if (WINE_D3D7_CAPABLE(gl_info))
1927 {
1928 *vidmem = 32; /* There are models with up to 64MB */
1929 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1930 }
1931
1932 *vidmem = 16; /* There are 16-32MB models */
1933 return CARD_ATI_RAGE_128PRO;
1934
1935}
1936
1937static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1938 const char *gl_renderer, unsigned int *vidmem)
1939{
1940 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1941 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1942 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1943 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1944 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1945 return CARD_NVIDIA_RIVA_128;
1946}
1947
1948static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1949 const char *gl_renderer, unsigned int *vidmem)
1950{
1951 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1952 return CARD_INTEL_I915G;
1953}
1954
1955
1956struct vendor_card_selection
1957{
1958 enum wined3d_gl_vendor gl_vendor;
1959 enum wined3d_pci_vendor card_vendor;
1960 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1961 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1962 unsigned int *vidmem );
1963};
1964
1965static const struct vendor_card_selection vendor_card_select_table[] =
1966{
1967 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1968 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1969 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1970 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1971 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1972 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1973 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1974 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1975};
1976
1977
1978static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1979 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1980{
1981 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1982 * different GPUs with roughly the same features. In most cases GPUs from a
1983 * certain family differ in clockspeeds, the amount of video memory and the
1984 * number of shader pipelines.
1985 *
1986 * A Direct3D device object contains the PCI id (vendor + device) of the
1987 * videocard which is used for rendering. Various applications use this
1988 * information to get a rough estimation of the features of the card and
1989 * some might use it for enabling 3d effects only on certain types of
1990 * videocards. In some cases games might even use it to work around bugs
1991 * which happen on certain videocards/driver combinations. The problem is
1992 * that OpenGL only exposes a rendering string containing the name of the
1993 * videocard and not the PCI id.
1994 *
1995 * Various games depend on the PCI id, so somehow we need to provide one.
1996 * A simple option is to parse the renderer string and translate this to
1997 * the right PCI id. This is a lot of work because there are more than 200
1998 * GPUs just for Nvidia. Various cards share the same renderer string, so
1999 * the amount of code might be 'small' but there are quite a number of
2000 * exceptions which would make this a pain to maintain. Another way would
2001 * be to query the PCI id from the operating system (assuming this is the
2002 * videocard which is used for rendering which is not always the case).
2003 * This would work but it is not very portable. Second it would not work
2004 * well in, let's say, a remote X situation in which the amount of 3d
2005 * features which can be used is limited.
2006 *
2007 * As said most games only use the PCI id to get an indication of the
2008 * capabilities of the card. It doesn't really matter if the given id is
2009 * the correct one if we return the id of a card with similar 3d features.
2010 *
2011 * The code below checks the OpenGL capabilities of a videocard and matches
2012 * that to a certain level of Direct3D functionality. Once a card passes
2013 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2014 * least a GeforceFX. To give a better estimate we do a basic check on the
2015 * renderer string but if that won't pass we return a default card. This
2016 * way is better than maintaining a full card database as even without a
2017 * full database we can return a card with similar features. Second the
2018 * size of the database can be made quite small because when you know what
2019 * type of 3d functionality a card has, you know to which GPU family the
2020 * GPU must belong. Because of this you only have to check a small part of
2021 * the renderer string to distinguishes between different models from that
2022 * family.
2023 *
2024 * The code also selects a default amount of video memory which we will
2025 * use for an estimation of the amount of free texture memory. In case of
2026 * real D3D the amount of texture memory includes video memory and system
2027 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2028 * HyperMemory). We don't know how much system memory can be addressed by
2029 * the system but we can make a reasonable estimation about the amount of
2030 * video memory. If the value is slightly wrong it doesn't matter as we
2031 * didn't include AGP-like memory which makes the amount of addressable
2032 * memory higher and second OpenGL isn't that critical it moves to system
2033 * memory behind our backs if really needed. Note that the amount of video
2034 * memory can be overruled using a registry setting. */
2035
2036 int i;
2037
2038 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2039 {
2040 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2041 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2042 continue;
2043 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2044 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2045 }
2046
2047 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2048 *gl_vendor, *card_vendor);
2049
2050 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2051 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2052 * them a good generic choice. */
2053 *card_vendor = HW_VENDOR_NVIDIA;
2054 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2055 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2056 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2057 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2058 return CARD_NVIDIA_RIVA_128;
2059}
2060
2061static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2062{
2063 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2064 int vs_selected_mode, ps_selected_mode;
2065
2066 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2067 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2068 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2069 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2070 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2071 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2072 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2073 else return &ffp_fragment_pipeline;
2074}
2075
2076static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2077{
2078 int vs_selected_mode, ps_selected_mode;
2079
2080 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2081 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2082 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2083 return &none_shader_backend;
2084}
2085
2086static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2087{
2088 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2089 int vs_selected_mode, ps_selected_mode;
2090
2091 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2092 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2093 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2094 else return &ffp_blit;
2095}
2096
2097/* Context activation is done by the caller. */
2098static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2099{
2100 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2101 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2102 const char *GL_Extensions = NULL;
2103 const char *WGL_Extensions = NULL;
2104 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2105 struct fragment_caps fragment_caps;
2106 enum wined3d_gl_vendor gl_vendor;
2107 enum wined3d_pci_vendor card_vendor;
2108 enum wined3d_pci_device device;
2109 GLint gl_max;
2110 GLfloat gl_floatv[2];
2111 unsigned i;
2112 HDC hdc;
2113 unsigned int vidmem=0;
2114 DWORD gl_version;
2115 size_t len;
2116
2117 TRACE_(d3d_caps)("(%p)\n", gl_info);
2118
2119 ENTER_GL();
2120
2121 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2122 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2123 if (!gl_renderer_str)
2124 {
2125 LEAVE_GL();
2126 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2127 return FALSE;
2128 }
2129
2130 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2131 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2132 if (!gl_vendor_str)
2133 {
2134 LEAVE_GL();
2135 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2136 return FALSE;
2137 }
2138
2139 /* Parse the GL_VERSION field into major and minor information */
2140 gl_version_str = (const char *)glGetString(GL_VERSION);
2141 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2142 if (!gl_version_str)
2143 {
2144 LEAVE_GL();
2145 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2146 return FALSE;
2147 }
2148 gl_version = wined3d_parse_gl_version(gl_version_str);
2149
2150 /*
2151 * Initialize openGL extension related variables
2152 * with Default values
2153 */
2154 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2155 gl_info->limits.blends = 1;
2156 gl_info->limits.buffers = 1;
2157 gl_info->limits.textures = 1;
2158 gl_info->limits.fragment_samplers = 1;
2159 gl_info->limits.vertex_samplers = 0;
2160 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2161 gl_info->limits.sampler_stages = 1;
2162 gl_info->limits.glsl_vs_float_constants = 0;
2163 gl_info->limits.glsl_ps_float_constants = 0;
2164 gl_info->limits.arb_vs_float_constants = 0;
2165 gl_info->limits.arb_vs_native_constants = 0;
2166 gl_info->limits.arb_vs_instructions = 0;
2167 gl_info->limits.arb_vs_temps = 0;
2168 gl_info->limits.arb_ps_float_constants = 0;
2169 gl_info->limits.arb_ps_local_constants = 0;
2170 gl_info->limits.arb_ps_instructions = 0;
2171 gl_info->limits.arb_ps_temps = 0;
2172
2173 /* Retrieve opengl defaults */
2174 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2175 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2176 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2177
2178 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2179 gl_info->limits.lights = gl_max;
2180 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2181
2182 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2183 gl_info->limits.texture_size = gl_max;
2184 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2185
2186 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2187 gl_info->limits.pointsize_min = gl_floatv[0];
2188 gl_info->limits.pointsize_max = gl_floatv[1];
2189 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2190
2191 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2192 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2193 if (!GL_Extensions)
2194 {
2195 LEAVE_GL();
2196 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2197 return FALSE;
2198 }
2199
2200 LEAVE_GL();
2201
2202 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2203
2204 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2205
2206#ifdef VBOX_WITH_WDDM
2207 gl_info->supported[VBOX_SHARED_CONTEXTS] = TRUE;
2208#endif
2209
2210 while (*GL_Extensions)
2211 {
2212 const char *start;
2213 char current_ext[256];
2214
2215 while (isspace(*GL_Extensions)) ++GL_Extensions;
2216 start = GL_Extensions;
2217 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2218
2219 len = GL_Extensions - start;
2220 if (!len || len >= sizeof(current_ext)) continue;
2221
2222 memcpy(current_ext, start, len);
2223 current_ext[len] = '\0';
2224 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2225
2226 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2227 {
2228 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2229 {
2230 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2231 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2232 break;
2233 }
2234 }
2235 }
2236
2237 /* Now work out what GL support this card really has */
2238#define USE_GL_FUNC(type, pfn, ext, replace) \
2239{ \
2240 DWORD ver = ver_for_ext(ext); \
2241 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2242 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2243 else gl_info->pfn = NULL; \
2244}
2245 GL_EXT_FUNCS_GEN;
2246#undef USE_GL_FUNC
2247
2248#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2249 WGL_EXT_FUNCS_GEN;
2250#undef USE_GL_FUNC
2251
2252 ENTER_GL();
2253
2254 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2255 * loading the functions, otherwise the code above will load the extension entry points instead of the
2256 * core functions, which may not work. */
2257 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2258 {
2259 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2260 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2261 {
2262 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2263 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2264 }
2265 }
2266
2267 if (gl_info->supported[APPLE_FENCE])
2268 {
2269 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2270 * The apple extension interacts with some other apple exts. Disable the NV
2271 * extension if the apple one is support to prevent confusion in other parts
2272 * of the code. */
2273 gl_info->supported[NV_FENCE] = FALSE;
2274 }
2275 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2276 {
2277 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2278 *
2279 * The enums are the same:
2280 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2281 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2282 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2283 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2284 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2285 */
2286 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2287 {
2288 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2289 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2290 }
2291 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2292 {
2293 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2294 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2295 }
2296 }
2297 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2298 {
2299 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2300 * functionality. Prefer the ARB extension */
2301 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2302 }
2303 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2304 {
2305 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2306 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2307 }
2308 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2309 {
2310 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2311 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2312 }
2313 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2314 {
2315 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2316 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2317 }
2318 if (gl_info->supported[NV_TEXTURE_SHADER2])
2319 {
2320 if (gl_info->supported[NV_REGISTER_COMBINERS])
2321 {
2322 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2323 * are supported. The nv extensions provide the same functionality as the
2324 * ATI one, and a bit more(signed pixelformats). */
2325 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2326 }
2327 }
2328
2329 if (gl_info->supported[NV_REGISTER_COMBINERS])
2330 {
2331 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2332 gl_info->limits.general_combiners = gl_max;
2333 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2334 }
2335 if (gl_info->supported[ARB_DRAW_BUFFERS])
2336 {
2337 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2338 gl_info->limits.buffers = gl_max;
2339 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2340 }
2341 if (gl_info->supported[ARB_MULTITEXTURE])
2342 {
2343 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2344 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2345 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2346
2347 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2348 {
2349 GLint tmp;
2350 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2351 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2352 }
2353 else
2354 {
2355 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2356 }
2357 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2358
2359 if (gl_info->supported[ARB_VERTEX_SHADER])
2360 {
2361 GLint tmp;
2362 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2363 gl_info->limits.vertex_samplers = tmp;
2364 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2365 gl_info->limits.combined_samplers = tmp;
2366
2367 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2368 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2369 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2370 * shader is used with fixed function vertex processing we're fine too because fixed function
2371 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2372 * used we have to make sure that all vertex sampler setups are valid together with all
2373 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2374 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2375 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2376 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2377 * a fixed function pipeline anymore.
2378 *
2379 * So this is just a check to check that our assumption holds true. If not, write a warning
2380 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2381 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2382 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2383 {
2384 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2385 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2386 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2387 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2388 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2389 else
2390 gl_info->limits.vertex_samplers = 0;
2391 }
2392 }
2393 else
2394 {
2395 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2396 }
2397 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2398 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2399 }
2400 if (gl_info->supported[ARB_VERTEX_BLEND])
2401 {
2402 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2403 gl_info->limits.blends = gl_max;
2404 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2405 }
2406 if (gl_info->supported[EXT_TEXTURE3D])
2407 {
2408 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2409 gl_info->limits.texture3d_size = gl_max;
2410 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2411 }
2412 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2413 {
2414 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2415 gl_info->limits.anisotropy = gl_max;
2416 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2417 }
2418 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2419 {
2420 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2421 gl_info->limits.arb_ps_float_constants = gl_max;
2422 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2423 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2424 gl_info->limits.arb_ps_native_constants = gl_max;
2425 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2426 gl_info->limits.arb_ps_native_constants);
2427 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2428 gl_info->limits.arb_ps_temps = gl_max;
2429 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2430 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2431 gl_info->limits.arb_ps_instructions = gl_max;
2432 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2433 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2434 gl_info->limits.arb_ps_local_constants = gl_max;
2435 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2436 }
2437 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2438 {
2439 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2440 gl_info->limits.arb_vs_float_constants = gl_max;
2441 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2442 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2443 gl_info->limits.arb_vs_native_constants = gl_max;
2444 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2445 gl_info->limits.arb_vs_native_constants);
2446 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2447 gl_info->limits.arb_vs_temps = gl_max;
2448 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2449 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2450 gl_info->limits.arb_vs_instructions = gl_max;
2451 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2452
2453 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2454 }
2455 if (gl_info->supported[ARB_VERTEX_SHADER])
2456 {
2457 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2458 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2459 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2460 }
2461 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2462 {
2463 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2464 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2465 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2466 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2467 gl_info->limits.glsl_varyings = gl_max;
2468 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2469 }
2470 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2471 {
2472 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2473 unsigned int major, minor;
2474
2475 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2476
2477 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2478 sscanf(str, "%u.%u", &major, &minor);
2479 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2480 }
2481 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2482 {
2483 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2484 }
2485 else
2486 {
2487 gl_info->limits.shininess = 128.0f;
2488 }
2489 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2490 {
2491 /* If we have full NP2 texture support, disable
2492 * GL_ARB_texture_rectangle because we will never use it.
2493 * This saves a few redundant glDisable calls. */
2494 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2495 }
2496 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2497 {
2498 /* Disable NV_register_combiners and fragment shader if this is supported.
2499 * generally the NV extensions are preferred over the ATI ones, and this
2500 * extension is disabled if register_combiners and texture_shader2 are both
2501 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2502 * fragment processing support. */
2503 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2504 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2505 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2506 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2507 }
2508 if (gl_info->supported[NV_HALF_FLOAT])
2509 {
2510 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2511 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2512 }
2513 if (gl_info->supported[ARB_POINT_SPRITE])
2514 {
2515 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2516 }
2517 else
2518 {
2519 gl_info->limits.point_sprite_units = 0;
2520 }
2521 checkGLcall("extension detection");
2522
2523 LEAVE_GL();
2524
2525 adapter->fragment_pipe = select_fragment_implementation(adapter);
2526 adapter->shader_backend = select_shader_backend(adapter);
2527 adapter->blitter = select_blit_implementation(adapter);
2528
2529 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2530 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2531 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2532
2533 /* In some cases the number of texture stages can be larger than the number
2534 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2535 * shaders), but 8 texture stages (register combiners). */
2536 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2537
2538 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2539 {
2540 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2541 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2542 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2543 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2544 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2545 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2546 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2547 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2548 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2549 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2550 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2551 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2552 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2553 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2554 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2555 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2556 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2557 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2558 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2559 }
2560 else
2561 {
2562 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2563 {
2564 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2565 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2566 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2567 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2568 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2569 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2570 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2571 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2572 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2573 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2574 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2575 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2576 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2577 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2578 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2579 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2580 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2581 }
2582 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2583 {
2584 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2585 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2586 }
2587 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2588 {
2589 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2590 }
2591 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2592 {
2593 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2594 }
2595 }
2596
2597 /* MRTs are currently only supported when FBOs are used. */
2598 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2599 {
2600 gl_info->limits.buffers = 1;
2601 }
2602
2603 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2604 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2605 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2606
2607 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2608 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2609
2610 /* If we have an estimate use it, else default to 64MB; */
2611 if(vidmem)
2612 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2613 else
2614 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2615
2616 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2617 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2618 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2619 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2620 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2621 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2622 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2623 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2624
2625 /* Make sure there's an active HDC else the WGL extensions will fail */
2626 hdc = pwglGetCurrentDC();
2627 if (hdc) {
2628 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2629 if(GL_EXTCALL(wglGetExtensionsStringARB))
2630 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2631
2632 if (NULL == WGL_Extensions) {
2633 ERR(" WGL_Extensions returns NULL\n");
2634 } else {
2635 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2636 while (*WGL_Extensions != 0x00) {
2637 const char *Start;
2638 char ThisExtn[256];
2639
2640 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2641 Start = WGL_Extensions;
2642 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2643 WGL_Extensions++;
2644 }
2645
2646 len = WGL_Extensions - Start;
2647 if (len == 0 || len >= sizeof(ThisExtn))
2648 continue;
2649
2650 memcpy(ThisExtn, Start, len);
2651 ThisExtn[len] = '\0';
2652 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2653
2654 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2655 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2656 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2657 }
2658 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2659 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2660 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2661 }
2662 }
2663 }
2664 }
2665
2666 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2667 init_driver_info(driver_info, card_vendor, device);
2668 add_gl_compat_wrappers(gl_info);
2669
2670 return TRUE;
2671}
2672
2673/**********************************************************
2674 * IWineD3D implementation follows
2675 **********************************************************/
2676
2677static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2678 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2679
2680 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2681
2682 return This->adapter_count;
2683}
2684
2685static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2686{
2687 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2688
2689 return WINED3D_OK;
2690}
2691
2692static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2693 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2694
2695 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2696
2697 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2698 return NULL;
2699 }
2700
2701 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2702}
2703
2704/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2705 of the same bpp but different resolutions */
2706
2707/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2708static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2709 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2710 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2711
2712 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2713 return 0;
2714 }
2715
2716 /* TODO: Store modes per adapter and read it from the adapter structure */
2717 if (Adapter == 0) { /* Display */
2718 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2719 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2720 unsigned int i = 0;
2721 unsigned int j = 0;
2722 DEVMODEW mode;
2723
2724 memset(&mode, 0, sizeof(mode));
2725 mode.dmSize = sizeof(mode);
2726
2727 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2728 {
2729 ++j;
2730
2731 if (Format == WINED3DFMT_UNKNOWN)
2732 {
2733 /* This is for D3D8, do not enumerate P8 here */
2734 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2735 }
2736 else if (mode.dmBitsPerPel == format_bits)
2737 {
2738 ++i;
2739 }
2740 }
2741
2742 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2743 return i;
2744 } else {
2745 FIXME_(d3d_caps)("Adapter not primary display\n");
2746 }
2747 return 0;
2748}
2749
2750/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2751static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2752 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2753 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2754
2755 /* Validate the parameters as much as possible */
2756 if (NULL == pMode ||
2757 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2758 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2759 return WINED3DERR_INVALIDCALL;
2760 }
2761
2762 /* TODO: Store modes per adapter and read it from the adapter structure */
2763 if (Adapter == 0)
2764 {
2765 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2766 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2767 DEVMODEW DevModeW;
2768 int ModeIdx = 0;
2769 UINT i = 0;
2770 int j = 0;
2771
2772 ZeroMemory(&DevModeW, sizeof(DevModeW));
2773 DevModeW.dmSize = sizeof(DevModeW);
2774
2775 /* If we are filtering to a specific format (D3D9), then need to skip
2776 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2777 just count through the ones with valid bit depths */
2778 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2779 {
2780 if (Format == WINED3DFMT_UNKNOWN)
2781 {
2782 /* This is for D3D8, do not enumerate P8 here */
2783 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2784 }
2785 else if (DevModeW.dmBitsPerPel == format_bits)
2786 {
2787 ++i;
2788 }
2789 }
2790
2791 if (i == 0) {
2792 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2793 return WINED3DERR_INVALIDCALL;
2794 }
2795 ModeIdx = j - 1;
2796
2797 /* Now get the display mode via the calculated index */
2798 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2799 pMode->Width = DevModeW.dmPelsWidth;
2800 pMode->Height = DevModeW.dmPelsHeight;
2801 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2802 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2803 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2804
2805 if (Format == WINED3DFMT_UNKNOWN) {
2806 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2807 } else {
2808 pMode->Format = Format;
2809 }
2810 } else {
2811 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2812 return WINED3DERR_INVALIDCALL;
2813 }
2814
2815 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2816 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2817 DevModeW.dmBitsPerPel);
2818
2819 }
2820 else
2821 {
2822 FIXME_(d3d_caps)("Adapter not primary display\n");
2823 }
2824
2825 return WINED3D_OK;
2826}
2827
2828static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2829{
2830 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2831
2832 if (NULL == pMode ||
2833 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2834 return WINED3DERR_INVALIDCALL;
2835 }
2836
2837 if (Adapter == 0) { /* Display */
2838 int bpp = 0;
2839 DEVMODEW DevModeW;
2840
2841 ZeroMemory(&DevModeW, sizeof(DevModeW));
2842 DevModeW.dmSize = sizeof(DevModeW);
2843
2844 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2845 pMode->Width = DevModeW.dmPelsWidth;
2846 pMode->Height = DevModeW.dmPelsHeight;
2847 bpp = DevModeW.dmBitsPerPel;
2848 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2849 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2850 {
2851 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2852 }
2853
2854 pMode->Format = pixelformat_for_depth(bpp);
2855 } else {
2856 FIXME_(d3d_caps)("Adapter not primary display\n");
2857 }
2858
2859 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2860 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2861 return WINED3D_OK;
2862}
2863
2864static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayModeEx(IWineD3D *iface,
2865 UINT Adapter, WINED3DDISPLAYMODEEX *pMode, WINED3DDISPLAYROTATION *pRotation)
2866{
2867 TRACE("iface %p, adapter_idx %u, display_mode %p, display_rotation %p.\n", iface, Adapter, pMode, pRotation);
2868
2869 if (pMode==NULL && pRotation==NULL)
2870 {
2871 return WINED3D_OK;
2872 }
2873
2874 if (pMode && pMode->Size != sizeof(WINED3DDISPLAYMODEEX))
2875 {
2876 WARN("Invalid mode->Size %u expected %u", pMode->Size, sizeof(WINED3DDISPLAYMODEEX));
2877 return WINED3DERR_INVALIDCALL;
2878 }
2879
2880 if (Adapter >= IWineD3D_GetAdapterCount(iface))
2881 {
2882 return WINED3DERR_INVALIDCALL;
2883 }
2884
2885 if (Adapter == 0) { /* Display */
2886 int bpp = 0;
2887 DEVMODEW DevModeW;
2888
2889 ZeroMemory(&DevModeW, sizeof(DevModeW));
2890 DevModeW.dmSize = sizeof(DevModeW);
2891
2892 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2893
2894 if (pMode)
2895 {
2896 pMode->Width = DevModeW.dmPelsWidth;
2897 pMode->Height = DevModeW.dmPelsHeight;
2898 bpp = DevModeW.dmBitsPerPel;
2899 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2900 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2901 {
2902 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2903 }
2904
2905 pMode->Format = pixelformat_for_depth(bpp);
2906
2907 pMode->ScanLineOrdering = WINED3DSCANLINEORDERING_PROGRESSIVE;
2908 if (DevModeW.dmFields&DM_DISPLAYFLAGS)
2909 {
2910#ifndef RT_ARCH_AMD64
2911 if (DevModeW.u2.dmDisplayFlags&DM_INTERLACED)
2912#else
2913# ifndef DM_INTERLACED
2914# define DM_INTERLACED 0x00000002
2915# endif
2916 if (DevModeW.dmDisplayFlags&DM_INTERLACED)
2917#endif
2918 {
2919 pMode->ScanLineOrdering = WINED3DSCANLINEORDERING_INTERLACED;
2920 }
2921 }
2922 }
2923
2924 if (pRotation)
2925 {
2926 *pRotation = WINED3DDISPLAYROTATION_IDENTITY;
2927 if (DevModeW.dmFields&DM_DISPLAYORIENTATION)
2928 {
2929#ifndef RT_ARCH_AMD64
2930 switch (DevModeW.u.s2.dmDisplayOrientation)
2931#else
2932 switch (DevModeW.dmDisplayOrientation)
2933#endif
2934 {
2935 case DMDO_DEFAULT:
2936 *pRotation = WINED3DDISPLAYROTATION_IDENTITY;
2937 break;
2938 case DMDO_90:
2939 *pRotation = WINED3DDISPLAYROTATION_90;
2940 break;
2941 case DMDO_180:
2942 *pRotation = WINED3DDISPLAYROTATION_180;
2943 break;
2944 case DMDO_270:
2945 *pRotation = WINED3DDISPLAYROTATION_270;
2946 break;
2947 default:
2948#ifndef RT_ARCH_AMD64
2949 WARN("Unexpected display orientation %#x", DevModeW.u.s2.dmDisplayOrientation);
2950#else
2951 WARN("Unexpected display orientation %#x", DevModeW.dmDisplayOrientation);
2952#endif
2953 break;
2954 }
2955 }
2956 }
2957 } else {
2958 FIXME_(d3d_caps)("Adapter not primary display\n");
2959 }
2960
2961 return WINED3D_OK;
2962}
2963
2964/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2965 and fields being inserted in the middle, a new structure is used in place */
2966static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2967 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2968 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2969 struct wined3d_adapter *adapter;
2970 size_t len;
2971
2972 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2973
2974 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2975 return WINED3DERR_INVALIDCALL;
2976 }
2977
2978 adapter = &This->adapters[Adapter];
2979
2980 /* Return the information requested */
2981 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2982
2983 if (pIdentifier->driver_size)
2984 {
2985 const char *name = adapter->driver_info.name;
2986 len = min(strlen(name), pIdentifier->driver_size - 1);
2987 memcpy(pIdentifier->driver, name, len);
2988 pIdentifier->driver[len] = '\0';
2989 }
2990
2991 if (pIdentifier->description_size)
2992 {
2993 const char *description = adapter->driver_info.description;
2994 len = min(strlen(description), pIdentifier->description_size - 1);
2995 memcpy(pIdentifier->description, description, len);
2996 pIdentifier->description[len] = '\0';
2997 }
2998
2999 /* Note that d3d8 doesn't supply a device name. */
3000 if (pIdentifier->device_name_size)
3001 {
3002 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3003
3004 len = strlen(device_name);
3005 if (len >= pIdentifier->device_name_size)
3006 {
3007 ERR("Device name size too small.\n");
3008 return WINED3DERR_INVALIDCALL;
3009 }
3010
3011 memcpy(pIdentifier->device_name, device_name, len);
3012 pIdentifier->device_name[len] = '\0';
3013 }
3014
3015 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3016 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3017 pIdentifier->vendor_id = adapter->driver_info.vendor;
3018 pIdentifier->device_id = adapter->driver_info.device;
3019 pIdentifier->subsystem_id = 0;
3020 pIdentifier->revision = 0;
3021 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3022 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3023 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3024 pIdentifier->video_memory = adapter->TextureRam;
3025
3026 return WINED3D_OK;
3027}
3028
3029static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3030 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
3031{
3032 short redSize, greenSize, blueSize, alphaSize, colorBits;
3033
3034 if(!cfg)
3035 return FALSE;
3036
3037 /* Float formats need FBOs. If FBOs are used this function isn't called */
3038 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3039
3040 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3041 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3042 {
3043 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3044 return FALSE;
3045 }
3046
3047 if(cfg->redSize < redSize)
3048 return FALSE;
3049
3050 if(cfg->greenSize < greenSize)
3051 return FALSE;
3052
3053 if(cfg->blueSize < blueSize)
3054 return FALSE;
3055
3056 if(cfg->alphaSize < alphaSize)
3057 return FALSE;
3058
3059 return TRUE;
3060 }
3061
3062 /* Probably a RGBA_float or color index mode */
3063 return FALSE;
3064}
3065
3066static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3067 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
3068{
3069 short depthSize, stencilSize;
3070 BOOL lockable = FALSE;
3071
3072 if(!cfg)
3073 return FALSE;
3074
3075 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
3076 {
3077 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3078 return FALSE;
3079 }
3080
3081 /* Float formats need FBOs. If FBOs are used this function isn't called */
3082 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3083
3084 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
3085 lockable = TRUE;
3086
3087 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3088 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3089 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3090 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3091 return FALSE;
3092
3093 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3094 * allow more stencil bits than requested. */
3095 if(cfg->stencilSize < stencilSize)
3096 return FALSE;
3097
3098 return TRUE;
3099}
3100
3101static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3102 WINED3DFORMAT AdapterFormat,
3103 WINED3DFORMAT RenderTargetFormat,
3104 WINED3DFORMAT DepthStencilFormat) {
3105 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3106 int nCfgs;
3107 const WineD3D_PixelFormat *cfgs;
3108 const struct wined3d_adapter *adapter;
3109 const struct wined3d_format_desc *rt_format_desc;
3110 const struct wined3d_format_desc *ds_format_desc;
3111 int it;
3112
3113 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3114 This, Adapter,
3115 DeviceType, debug_d3ddevicetype(DeviceType),
3116 AdapterFormat, debug_d3dformat(AdapterFormat),
3117 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3118 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3119
3120 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3121 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3122 return WINED3DERR_INVALIDCALL;
3123 }
3124
3125 adapter = &This->adapters[Adapter];
3126 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3127 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3128 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3129 {
3130 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3131 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3132 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3133 return WINED3D_OK;
3134 }
3135 }
3136 else
3137 {
3138 cfgs = adapter->cfgs;
3139 nCfgs = adapter->nCfgs;
3140 for (it = 0; it < nCfgs; ++it) {
3141 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3142 {
3143 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3144 {
3145 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3146 return WINED3D_OK;
3147 }
3148 }
3149 }
3150 }
3151 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3152
3153 return WINED3DERR_NOTAVAILABLE;
3154}
3155
3156static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3157 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3158{
3159 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3160 const struct wined3d_format_desc *glDesc;
3161 const struct wined3d_adapter *adapter;
3162
3163 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3164 This,
3165 Adapter,
3166 DeviceType, debug_d3ddevicetype(DeviceType),
3167 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3168 Windowed,
3169 MultiSampleType,
3170 pQualityLevels);
3171
3172 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3173 return WINED3DERR_INVALIDCALL;
3174 }
3175
3176 /* TODO: handle Windowed, add more quality levels */
3177
3178 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3179 if(pQualityLevels) *pQualityLevels = 1;
3180 return WINED3D_OK;
3181 }
3182
3183 /* By default multisampling is disabled right now as it causes issues
3184 * on some Nvidia driver versions and it doesn't work well in combination
3185 * with FBOs yet. */
3186 if(!wined3d_settings.allow_multisampling)
3187 return WINED3DERR_NOTAVAILABLE;
3188
3189 adapter = &This->adapters[Adapter];
3190 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3191 if (!glDesc) return WINED3DERR_INVALIDCALL;
3192
3193 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3194 int i, nCfgs;
3195 const WineD3D_PixelFormat *cfgs;
3196
3197 cfgs = adapter->cfgs;
3198 nCfgs = adapter->nCfgs;
3199 for(i=0; i<nCfgs; i++) {
3200 if(cfgs[i].numSamples != MultiSampleType)
3201 continue;
3202
3203 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3204 continue;
3205
3206 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3207
3208 if(pQualityLevels)
3209 *pQualityLevels = 1; /* Guess at a value! */
3210 return WINED3D_OK;
3211 }
3212 }
3213 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3214 short redSize, greenSize, blueSize, alphaSize, colorBits;
3215 int i, nCfgs;
3216 const WineD3D_PixelFormat *cfgs;
3217
3218 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3219 {
3220 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3221 return WINED3DERR_NOTAVAILABLE;
3222 }
3223
3224 cfgs = adapter->cfgs;
3225 nCfgs = adapter->nCfgs;
3226 for(i=0; i<nCfgs; i++) {
3227 if(cfgs[i].numSamples != MultiSampleType)
3228 continue;
3229 if(cfgs[i].redSize != redSize)
3230 continue;
3231 if(cfgs[i].greenSize != greenSize)
3232 continue;
3233 if(cfgs[i].blueSize != blueSize)
3234 continue;
3235 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3236 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3237 continue;
3238 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3239 continue;
3240
3241 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3242
3243 if(pQualityLevels)
3244 *pQualityLevels = 1; /* Guess at a value! */
3245 return WINED3D_OK;
3246 }
3247 }
3248 return WINED3DERR_NOTAVAILABLE;
3249}
3250
3251static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3252 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3253{
3254 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3255 UINT nmodes;
3256
3257 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3258 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3259 debug_d3dformat(BackBufferFormat), Windowed);
3260
3261 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3262 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3263 return WINED3DERR_INVALIDCALL;
3264 }
3265
3266 /* The task of this function is to check whether a certain display / backbuffer format
3267 * combination is available on the given adapter. In fullscreen mode microsoft specified
3268 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3269 * and display format should match exactly.
3270 * In windowed mode format conversion can occur and this depends on the driver. When format
3271 * conversion is done, this function should nevertheless fail and applications need to use
3272 * CheckDeviceFormatConversion.
3273 * At the moment we assume that fullscreen and windowed have the same capabilities */
3274
3275 /* There are only 4 display formats */
3276 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3277 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3278 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3279 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3280 {
3281 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3282 return WINED3DERR_NOTAVAILABLE;
3283 }
3284
3285 /* If the requested DisplayFormat is not available, don't continue */
3286 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3287 if(!nmodes) {
3288 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3289 return WINED3DERR_NOTAVAILABLE;
3290 }
3291
3292 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3293 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3294 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3295 return WINED3DERR_NOTAVAILABLE;
3296 }
3297
3298 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3299 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3300 {
3301 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3302 return WINED3DERR_NOTAVAILABLE;
3303 }
3304
3305 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3306 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3307 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3308 {
3309 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3310 return WINED3DERR_NOTAVAILABLE;
3311 }
3312
3313 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3314 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3315 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3316 {
3317 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3318 return WINED3DERR_NOTAVAILABLE;
3319 }
3320
3321 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3322 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3323 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3324 {
3325 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3326 return WINED3DERR_NOTAVAILABLE;
3327 }
3328
3329 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3330 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3331 if(FAILED(hr))
3332 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3333
3334 return hr;
3335}
3336
3337
3338/* Check if we support bumpmapping for a format */
3339static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3340 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3341{
3342 switch(format_desc->format)
3343 {
3344 case WINED3DFMT_R8G8_SNORM:
3345 case WINED3DFMT_R16G16_SNORM:
3346 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3347 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3348 case WINED3DFMT_R8G8B8A8_SNORM:
3349 /* Ask the fixed function pipeline implementation if it can deal
3350 * with the conversion. If we've got a GL extension giving native
3351 * support this will be an identity conversion. */
3352 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3353 {
3354 TRACE_(d3d_caps)("[OK]\n");
3355 return TRUE;
3356 }
3357 TRACE_(d3d_caps)("[FAILED]\n");
3358 return FALSE;
3359
3360 default:
3361 TRACE_(d3d_caps)("[FAILED]\n");
3362 return FALSE;
3363 }
3364}
3365
3366/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3367static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3368 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3369{
3370 int it=0;
3371
3372 /* Only allow depth/stencil formats */
3373 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3374
3375 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3376 {
3377 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3378 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3379 }
3380 else
3381 {
3382 /* Walk through all WGL pixel formats to find a match */
3383 for (it = 0; it < adapter->nCfgs; ++it)
3384 {
3385 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3386 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3387 {
3388 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3389 {
3390 return TRUE;
3391 }
3392 }
3393 }
3394 }
3395
3396 return FALSE;
3397}
3398
3399static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3400{
3401 /* The flags entry of a format contains the filtering capability */
3402 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3403
3404 return FALSE;
3405}
3406
3407/* Check the render target capabilities of a format */
3408static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3409 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3410{
3411 /* Filter out non-RT formats */
3412 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3413 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3414 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3415 int it;
3416 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3417 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3418
3419 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3420 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3421
3422 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3423 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3424 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3425 TRACE_(d3d_caps)("[FAILED]\n");
3426 return FALSE;
3427 }
3428
3429 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3430 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3431 for (it = 0; it < adapter->nCfgs; ++it)
3432 {
3433 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3434 &cfgs[it], check_format_desc))
3435 {
3436 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3437 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3438 return TRUE;
3439 }
3440 }
3441 }
3442 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3443 {
3444 /* For now return TRUE for FBOs until we have some proper checks.
3445 * Note that this function will only be called when the format is around for texturing. */
3446 return TRUE;
3447 }
3448 return FALSE;
3449}
3450
3451static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3452{
3453 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3454
3455 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3456 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3457 {
3458 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3459 return FALSE;
3460 }
3461
3462 switch (format_desc->format)
3463 {
3464 case WINED3DFMT_B8G8R8A8_UNORM:
3465 case WINED3DFMT_B8G8R8X8_UNORM:
3466 case WINED3DFMT_B4G4R4A4_UNORM:
3467 case WINED3DFMT_L8_UNORM:
3468 case WINED3DFMT_L8A8_UNORM:
3469 case WINED3DFMT_DXT1:
3470 case WINED3DFMT_DXT2:
3471 case WINED3DFMT_DXT3:
3472 case WINED3DFMT_DXT4:
3473 case WINED3DFMT_DXT5:
3474 TRACE_(d3d_caps)("[OK]\n");
3475 return TRUE;
3476
3477 default:
3478 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3479 return FALSE;
3480 }
3481 return FALSE;
3482}
3483
3484static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3485 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3486{
3487 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3488 * doing the color fixup in shaders.
3489 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3490 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3491 {
3492 int vs_selected_mode;
3493 int ps_selected_mode;
3494 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3495
3496 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3497 TRACE_(d3d_caps)("[OK]\n");
3498 return TRUE;
3499 }
3500 }
3501
3502 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3503 return FALSE;
3504}
3505
3506/* Check if a format support blending in combination with pixel shaders */
3507static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3508 const struct wined3d_format_desc *format_desc)
3509{
3510 /* The flags entry of a format contains the post pixel shader blending capability */
3511 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3512
3513 return FALSE;
3514}
3515
3516static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3517{
3518 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3519 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3520 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3521 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3522 * capability anyway.
3523 *
3524 * For now lets report this on all formats, but in the future we may want to
3525 * restrict it to some should games need that
3526 */
3527 return TRUE;
3528}
3529
3530/* Check if a texture format is supported on the given adapter */
3531static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3532 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3533{
3534 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3535
3536 switch (format_desc->format)
3537 {
3538 /*****
3539 * supported: RGB(A) formats
3540 */
3541 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3542 case WINED3DFMT_B8G8R8A8_UNORM:
3543 case WINED3DFMT_B8G8R8X8_UNORM:
3544 case WINED3DFMT_B5G6R5_UNORM:
3545 case WINED3DFMT_B5G5R5X1_UNORM:
3546 case WINED3DFMT_B5G5R5A1_UNORM:
3547 case WINED3DFMT_B4G4R4A4_UNORM:
3548 case WINED3DFMT_A8_UNORM:
3549 case WINED3DFMT_B4G4R4X4_UNORM:
3550 case WINED3DFMT_R8G8B8A8_UNORM:
3551 case WINED3DFMT_R8G8B8X8_UNORM:
3552 case WINED3DFMT_B10G10R10A2_UNORM:
3553 case WINED3DFMT_R10G10B10A2_UNORM:
3554 case WINED3DFMT_R16G16_UNORM:
3555 TRACE_(d3d_caps)("[OK]\n");
3556 return TRUE;
3557
3558 case WINED3DFMT_B2G3R3_UNORM:
3559 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3560 return FALSE;
3561
3562 /*****
3563 * Not supported: Palettized
3564 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3565 * Since it is not widely available, don't offer it. Further no Windows driver offers
3566 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3567 */
3568 case WINED3DFMT_P8_UINT:
3569 case WINED3DFMT_P8_UINT_A8_UNORM:
3570 return FALSE;
3571
3572 /*****
3573 * Supported: (Alpha)-Luminance
3574 */
3575 case WINED3DFMT_L8_UNORM:
3576 case WINED3DFMT_L8A8_UNORM:
3577 case WINED3DFMT_L16_UNORM:
3578 TRACE_(d3d_caps)("[OK]\n");
3579 return TRUE;
3580
3581 /* Not supported on Windows, thus disabled */
3582 case WINED3DFMT_L4A4_UNORM:
3583 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3584 return FALSE;
3585
3586 /*****
3587 * Supported: Depth/Stencil formats
3588 */
3589 case WINED3DFMT_D16_LOCKABLE:
3590 case WINED3DFMT_D16_UNORM:
3591 case WINED3DFMT_S1_UINT_D15_UNORM:
3592 case WINED3DFMT_X8D24_UNORM:
3593 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3594 case WINED3DFMT_D24_UNORM_S8_UINT:
3595 case WINED3DFMT_S8_UINT_D24_FLOAT:
3596 case WINED3DFMT_D32_UNORM:
3597 case WINED3DFMT_D32_FLOAT:
3598 return TRUE;
3599
3600 /*****
3601 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3602 * GL_NV_texture_shader). Emulated by shaders
3603 */
3604 case WINED3DFMT_R8G8_SNORM:
3605 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3606 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3607 case WINED3DFMT_R8G8B8A8_SNORM:
3608 case WINED3DFMT_R16G16_SNORM:
3609 /* Ask the shader backend if it can deal with the conversion. If
3610 * we've got a GL extension giving native support this will be an
3611 * identity conversion. */
3612 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3613 {
3614 TRACE_(d3d_caps)("[OK]\n");
3615 return TRUE;
3616 }
3617 TRACE_(d3d_caps)("[FAILED]\n");
3618 return FALSE;
3619
3620 case WINED3DFMT_DXT1:
3621 case WINED3DFMT_DXT2:
3622 case WINED3DFMT_DXT3:
3623 case WINED3DFMT_DXT4:
3624 case WINED3DFMT_DXT5:
3625 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3626 {
3627 TRACE_(d3d_caps)("[OK]\n");
3628 return TRUE;
3629 }
3630 TRACE_(d3d_caps)("[FAILED]\n");
3631 return FALSE;
3632
3633
3634 /*****
3635 * Odd formats - not supported
3636 */
3637 case WINED3DFMT_VERTEXDATA:
3638 case WINED3DFMT_R16_UINT:
3639 case WINED3DFMT_R32_UINT:
3640 case WINED3DFMT_R16G16B16A16_SNORM:
3641 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3642 case WINED3DFMT_R10G11B11_SNORM:
3643 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3644 return FALSE;
3645
3646 /*****
3647 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3648 */
3649 case WINED3DFMT_R8G8_SNORM_Cx:
3650 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3651 return FALSE;
3652
3653 /* YUV formats */
3654 case WINED3DFMT_UYVY:
3655 case WINED3DFMT_YUY2:
3656 if (gl_info->supported[APPLE_YCBCR_422])
3657 {
3658 TRACE_(d3d_caps)("[OK]\n");
3659 return TRUE;
3660 }
3661 TRACE_(d3d_caps)("[FAILED]\n");
3662 return FALSE;
3663 case WINED3DFMT_YV12:
3664 TRACE_(d3d_caps)("[FAILED]\n");
3665 return FALSE;
3666
3667 /* Not supported */
3668 case WINED3DFMT_R16G16B16A16_UNORM:
3669 case WINED3DFMT_B2G3R3A8_UNORM:
3670 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3671 return FALSE;
3672
3673 /* Floating point formats */
3674 case WINED3DFMT_R16_FLOAT:
3675 case WINED3DFMT_R16G16_FLOAT:
3676 case WINED3DFMT_R16G16B16A16_FLOAT:
3677 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3678 {
3679 TRACE_(d3d_caps)("[OK]\n");
3680 return TRUE;
3681 }
3682 TRACE_(d3d_caps)("[FAILED]\n");
3683 return FALSE;
3684
3685 case WINED3DFMT_R32_FLOAT:
3686 case WINED3DFMT_R32G32_FLOAT:
3687 case WINED3DFMT_R32G32B32A32_FLOAT:
3688 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3689 {
3690 TRACE_(d3d_caps)("[OK]\n");
3691 return TRUE;
3692 }
3693 TRACE_(d3d_caps)("[FAILED]\n");
3694 return FALSE;
3695
3696 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3697 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3698 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3699 * We can do instancing with all shader versions, but we need vertex shaders.
3700 *
3701 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3702 * to enable instancing. WineD3D doesn't need that and just ignores it.
3703 *
3704 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3705 */
3706 case WINED3DFMT_INST:
3707 TRACE("ATI Instancing check hack\n");
3708 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3709 {
3710 TRACE_(d3d_caps)("[OK]\n");
3711 return TRUE;
3712 }
3713 TRACE_(d3d_caps)("[FAILED]\n");
3714 return FALSE;
3715
3716 /* Some weird FOURCC formats */
3717 case WINED3DFMT_R8G8_B8G8:
3718 case WINED3DFMT_G8R8_G8B8:
3719 case WINED3DFMT_MULTI2_ARGB8:
3720 TRACE_(d3d_caps)("[FAILED]\n");
3721 return FALSE;
3722
3723 /* Vendor specific formats */
3724 case WINED3DFMT_ATI2N:
3725 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3726 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3727 {
3728 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3729 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3730 {
3731 TRACE_(d3d_caps)("[OK]\n");
3732 return TRUE;
3733 }
3734
3735 TRACE_(d3d_caps)("[OK]\n");
3736 return TRUE;
3737 }
3738 TRACE_(d3d_caps)("[FAILED]\n");
3739 return FALSE;
3740
3741 case WINED3DFMT_NVHU:
3742 case WINED3DFMT_NVHS:
3743 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3744 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3745 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3746 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3747 * Applications have to deal with not having NVHS and NVHU.
3748 */
3749 TRACE_(d3d_caps)("[FAILED]\n");
3750 return FALSE;
3751
3752 case WINED3DFMT_UNKNOWN:
3753 return FALSE;
3754
3755 default:
3756 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3757 break;
3758 }
3759 return FALSE;
3760}
3761
3762static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3763 const struct wined3d_format_desc *adapter_format_desc,
3764 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3765 WINED3DSURFTYPE SurfaceType)
3766{
3767 if(SurfaceType == SURFACE_GDI) {
3768 switch(check_format_desc->format)
3769 {
3770 case WINED3DFMT_B8G8R8_UNORM:
3771 case WINED3DFMT_B8G8R8A8_UNORM:
3772 case WINED3DFMT_B8G8R8X8_UNORM:
3773 case WINED3DFMT_B5G6R5_UNORM:
3774 case WINED3DFMT_B5G5R5X1_UNORM:
3775 case WINED3DFMT_B5G5R5A1_UNORM:
3776 case WINED3DFMT_B4G4R4A4_UNORM:
3777 case WINED3DFMT_B2G3R3_UNORM:
3778 case WINED3DFMT_A8_UNORM:
3779 case WINED3DFMT_B2G3R3A8_UNORM:
3780 case WINED3DFMT_B4G4R4X4_UNORM:
3781 case WINED3DFMT_R10G10B10A2_UNORM:
3782 case WINED3DFMT_R8G8B8A8_UNORM:
3783 case WINED3DFMT_R8G8B8X8_UNORM:
3784 case WINED3DFMT_R16G16_UNORM:
3785 case WINED3DFMT_B10G10R10A2_UNORM:
3786 case WINED3DFMT_R16G16B16A16_UNORM:
3787 case WINED3DFMT_P8_UINT:
3788 TRACE_(d3d_caps)("[OK]\n");
3789 return TRUE;
3790 default:
3791 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3792 return FALSE;
3793 }
3794 }
3795
3796 /* All format that are supported for textures are supported for surfaces as well */
3797 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3798 /* All depth stencil formats are supported on surfaces */
3799 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3800
3801 /* If opengl can't process the format natively, the blitter may be able to convert it */
3802 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3803 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3804 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3805 {
3806 TRACE_(d3d_caps)("[OK]\n");
3807 return TRUE;
3808 }
3809
3810 /* Reject other formats */
3811 TRACE_(d3d_caps)("[FAILED]\n");
3812 return FALSE;
3813}
3814
3815static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3816 const struct wined3d_format_desc *format_desc)
3817{
3818 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3819
3820 if (!gl_info->limits.vertex_samplers)
3821 {
3822 TRACE_(d3d_caps)("[FAILED]\n");
3823 return FALSE;
3824 }
3825
3826 switch (format_desc->format)
3827 {
3828 case WINED3DFMT_R32G32B32A32_FLOAT:
3829 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3830 {
3831 TRACE_(d3d_caps)("[FAILED]\n");
3832 return FALSE;
3833 }
3834 TRACE_(d3d_caps)("[OK]\n");
3835 return TRUE;
3836
3837 default:
3838 TRACE_(d3d_caps)("[FAILED]\n");
3839 return FALSE;
3840 }
3841 return FALSE;
3842}
3843
3844static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3845 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3846 WINED3DSURFTYPE SurfaceType)
3847{
3848 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3849 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3850 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3851 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3852 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3853 DWORD UsageCaps = 0;
3854
3855 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3856 This,
3857 Adapter,
3858 DeviceType, debug_d3ddevicetype(DeviceType),
3859 AdapterFormat, debug_d3dformat(AdapterFormat),
3860 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3861 RType, debug_d3dresourcetype(RType),
3862 CheckFormat, debug_d3dformat(CheckFormat));
3863
3864 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3865 return WINED3DERR_INVALIDCALL;
3866 }
3867
3868 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3869
3870 if(SurfaceType != SURFACE_OPENGL) {
3871 TRACE("[FAILED]\n");
3872 return WINED3DERR_NOTAVAILABLE;
3873 }
3874
3875 /* Cubetexture allows:
3876 * - D3DUSAGE_AUTOGENMIPMAP
3877 * - D3DUSAGE_DEPTHSTENCIL
3878 * - D3DUSAGE_DYNAMIC
3879 * - D3DUSAGE_NONSECURE (d3d9ex)
3880 * - D3DUSAGE_RENDERTARGET
3881 * - D3DUSAGE_SOFTWAREPROCESSING
3882 * - D3DUSAGE_QUERY_WRAPANDMIP
3883 */
3884 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3885 {
3886 /* Check if the texture format is around */
3887 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3888 {
3889 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3890 /* Check for automatic mipmap generation support */
3891 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3892 {
3893 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3894 } else {
3895 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3896 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3897 }
3898 }
3899
3900 /* Always report dynamic locking */
3901 if(Usage & WINED3DUSAGE_DYNAMIC)
3902 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3903
3904 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3905 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3906 {
3907 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3908 } else {
3909 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3910 return WINED3DERR_NOTAVAILABLE;
3911 }
3912 }
3913
3914 /* Always report software processing */
3915 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3916 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3917
3918 /* Check QUERY_FILTER support */
3919 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3920 if (CheckFilterCapability(adapter, format_desc))
3921 {
3922 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3923 } else {
3924 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3925 return WINED3DERR_NOTAVAILABLE;
3926 }
3927 }
3928
3929 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3930 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3931 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3932 {
3933 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3934 } else {
3935 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3936 return WINED3DERR_NOTAVAILABLE;
3937 }
3938 }
3939
3940 /* Check QUERY_SRGBREAD support */
3941 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3942 if (CheckSrgbReadCapability(adapter, format_desc))
3943 {
3944 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3945 } else {
3946 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3947 return WINED3DERR_NOTAVAILABLE;
3948 }
3949 }
3950
3951 /* Check QUERY_SRGBWRITE support */
3952 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3953 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3954 {
3955 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3956 } else {
3957 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3958 return WINED3DERR_NOTAVAILABLE;
3959 }
3960 }
3961
3962 /* Check QUERY_VERTEXTEXTURE support */
3963 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3964 if (CheckVertexTextureCapability(adapter, format_desc))
3965 {
3966 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3967 } else {
3968 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3969 return WINED3DERR_NOTAVAILABLE;
3970 }
3971 }
3972
3973 /* Check QUERY_WRAPANDMIP support */
3974 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3975 if (CheckWrapAndMipCapability(adapter, format_desc))
3976 {
3977 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3978 } else {
3979 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3980 return WINED3DERR_NOTAVAILABLE;
3981 }
3982 }
3983 } else {
3984 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3985 return WINED3DERR_NOTAVAILABLE;
3986 }
3987 } else {
3988 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3989 return WINED3DERR_NOTAVAILABLE;
3990 }
3991 } else if(RType == WINED3DRTYPE_SURFACE) {
3992 /* Surface allows:
3993 * - D3DUSAGE_DEPTHSTENCIL
3994 * - D3DUSAGE_NONSECURE (d3d9ex)
3995 * - D3DUSAGE_RENDERTARGET
3996 */
3997
3998 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3999 {
4000 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4001 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4002 {
4003 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4004 } else {
4005 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
4006 return WINED3DERR_NOTAVAILABLE;
4007 }
4008 }
4009
4010 if(Usage & WINED3DUSAGE_RENDERTARGET) {
4011 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
4012 {
4013 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
4014 } else {
4015 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
4016 return WINED3DERR_NOTAVAILABLE;
4017 }
4018 }
4019
4020 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4021 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4022 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4023 {
4024 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4025 } else {
4026 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4027 return WINED3DERR_NOTAVAILABLE;
4028 }
4029 }
4030 } else {
4031 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
4032 return WINED3DERR_NOTAVAILABLE;
4033 }
4034
4035 } else if(RType == WINED3DRTYPE_TEXTURE) {
4036 /* Texture allows:
4037 * - D3DUSAGE_AUTOGENMIPMAP
4038 * - D3DUSAGE_DEPTHSTENCIL
4039 * - D3DUSAGE_DMAP
4040 * - D3DUSAGE_DYNAMIC
4041 * - D3DUSAGE_NONSECURE (d3d9ex)
4042 * - D3DUSAGE_RENDERTARGET
4043 * - D3DUSAGE_SOFTWAREPROCESSING
4044 * - D3DUSAGE_TEXTAPI (d3d9ex)
4045 * - D3DUSAGE_QUERY_WRAPANDMIP
4046 */
4047
4048 if(SurfaceType != SURFACE_OPENGL) {
4049 TRACE("[FAILED]\n");
4050 return WINED3DERR_NOTAVAILABLE;
4051 }
4052
4053 /* Check if the texture format is around */
4054 if (CheckTextureCapability(adapter, DeviceType, format_desc))
4055 {
4056 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
4057 /* Check for automatic mipmap generation support */
4058 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4059 {
4060 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
4061 } else {
4062 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
4063 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
4064 }
4065 }
4066
4067 /* Always report dynamic locking */
4068 if(Usage & WINED3DUSAGE_DYNAMIC)
4069 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4070
4071 if(Usage & WINED3DUSAGE_RENDERTARGET) {
4072 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
4073 {
4074 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
4075 } else {
4076 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
4077 return WINED3DERR_NOTAVAILABLE;
4078 }
4079 }
4080
4081 /* Always report software processing */
4082 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4083 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4084
4085 /* Check QUERY_FILTER support */
4086 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4087 if (CheckFilterCapability(adapter, format_desc))
4088 {
4089 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4090 } else {
4091 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4092 return WINED3DERR_NOTAVAILABLE;
4093 }
4094 }
4095
4096 /* Check QUERY_LEGACYBUMPMAP support */
4097 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
4098 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
4099 {
4100 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4101 } else {
4102 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
4103 return WINED3DERR_NOTAVAILABLE;
4104 }
4105 }
4106
4107 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4108 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4109 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4110 {
4111 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4112 } else {
4113 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4114 return WINED3DERR_NOTAVAILABLE;
4115 }
4116 }
4117
4118 /* Check QUERY_SRGBREAD support */
4119 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4120 if (CheckSrgbReadCapability(adapter, format_desc))
4121 {
4122 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4123 } else {
4124 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4125 return WINED3DERR_NOTAVAILABLE;
4126 }
4127 }
4128
4129 /* Check QUERY_SRGBWRITE support */
4130 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4131 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4132 {
4133 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4134 } else {
4135 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4136 return WINED3DERR_NOTAVAILABLE;
4137 }
4138 }
4139
4140 /* Check QUERY_VERTEXTEXTURE support */
4141 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4142 if (CheckVertexTextureCapability(adapter, format_desc))
4143 {
4144 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4145 } else {
4146 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4147 return WINED3DERR_NOTAVAILABLE;
4148 }
4149 }
4150
4151 /* Check QUERY_WRAPANDMIP support */
4152 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4153 if (CheckWrapAndMipCapability(adapter, format_desc))
4154 {
4155 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4156 } else {
4157 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4158 return WINED3DERR_NOTAVAILABLE;
4159 }
4160 }
4161
4162 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4163 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4164 {
4165 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4166 } else {
4167 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4168 return WINED3DERR_NOTAVAILABLE;
4169 }
4170 }
4171 } else {
4172 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4173 return WINED3DERR_NOTAVAILABLE;
4174 }
4175 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4176 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4177 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4178 *
4179 * Volumetexture allows:
4180 * - D3DUSAGE_DYNAMIC
4181 * - D3DUSAGE_NONSECURE (d3d9ex)
4182 * - D3DUSAGE_SOFTWAREPROCESSING
4183 * - D3DUSAGE_QUERY_WRAPANDMIP
4184 */
4185
4186 if(SurfaceType != SURFACE_OPENGL) {
4187 TRACE("[FAILED]\n");
4188 return WINED3DERR_NOTAVAILABLE;
4189 }
4190
4191 /* Check volume texture and volume usage caps */
4192 if (gl_info->supported[EXT_TEXTURE3D])
4193 {
4194 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4195 {
4196 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4197 return WINED3DERR_NOTAVAILABLE;
4198 }
4199
4200 /* Always report dynamic locking */
4201 if(Usage & WINED3DUSAGE_DYNAMIC)
4202 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4203
4204 /* Always report software processing */
4205 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4206 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4207
4208 /* Check QUERY_FILTER support */
4209 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4210 if (CheckFilterCapability(adapter, format_desc))
4211 {
4212 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4213 } else {
4214 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4215 return WINED3DERR_NOTAVAILABLE;
4216 }
4217 }
4218
4219 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4220 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4221 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4222 {
4223 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4224 } else {
4225 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4226 return WINED3DERR_NOTAVAILABLE;
4227 }
4228 }
4229
4230 /* Check QUERY_SRGBREAD support */
4231 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4232 if (CheckSrgbReadCapability(adapter, format_desc))
4233 {
4234 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4235 } else {
4236 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4237 return WINED3DERR_NOTAVAILABLE;
4238 }
4239 }
4240
4241 /* Check QUERY_SRGBWRITE support */
4242 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4243 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4244 {
4245 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4246 } else {
4247 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4248 return WINED3DERR_NOTAVAILABLE;
4249 }
4250 }
4251
4252 /* Check QUERY_VERTEXTEXTURE support */
4253 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4254 if (CheckVertexTextureCapability(adapter, format_desc))
4255 {
4256 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4257 } else {
4258 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4259 return WINED3DERR_NOTAVAILABLE;
4260 }
4261 }
4262
4263 /* Check QUERY_WRAPANDMIP support */
4264 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4265 if (CheckWrapAndMipCapability(adapter, format_desc))
4266 {
4267 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4268 } else {
4269 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4270 return WINED3DERR_NOTAVAILABLE;
4271 }
4272 }
4273 } else {
4274 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4275 return WINED3DERR_NOTAVAILABLE;
4276 }
4277
4278 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4279 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4280 * app needing one of those formats, don't advertize them to avoid leading apps into
4281 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4282 * except of R32F.
4283 */
4284 switch(CheckFormat) {
4285 case WINED3DFMT_P8_UINT:
4286 case WINED3DFMT_L4A4_UNORM:
4287 case WINED3DFMT_R32_FLOAT:
4288 case WINED3DFMT_R16_FLOAT:
4289 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4290 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4291 case WINED3DFMT_R16G16_UNORM:
4292 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4293 return WINED3DERR_NOTAVAILABLE;
4294
4295 case WINED3DFMT_R8G8B8A8_SNORM:
4296 case WINED3DFMT_R16G16_SNORM:
4297 if (!gl_info->supported[NV_TEXTURE_SHADER])
4298 {
4299 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4300 return WINED3DERR_NOTAVAILABLE;
4301 }
4302 break;
4303
4304 case WINED3DFMT_R8G8_SNORM:
4305 if (!gl_info->supported[NV_TEXTURE_SHADER])
4306 {
4307 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4308 return WINED3DERR_NOTAVAILABLE;
4309 }
4310 break;
4311
4312 case WINED3DFMT_DXT1:
4313 case WINED3DFMT_DXT2:
4314 case WINED3DFMT_DXT3:
4315 case WINED3DFMT_DXT4:
4316 case WINED3DFMT_DXT5:
4317 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4318 * compressed texture results in an error. While the D3D refrast does
4319 * support s3tc volumes, at least the nvidia windows driver does not, so
4320 * we're free not to support this format.
4321 */
4322 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4323 return WINED3DERR_NOTAVAILABLE;
4324
4325 default:
4326 /* Do nothing, continue with checking the format below */
4327 break;
4328 }
4329 } else if(RType == WINED3DRTYPE_BUFFER){
4330 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4331 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4332 return WINED3DERR_NOTAVAILABLE;
4333 }
4334
4335 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4336 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4337 * usage flags match. */
4338 if(UsageCaps == Usage) {
4339 return WINED3D_OK;
4340 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4341 return WINED3DOK_NOAUTOGEN;
4342 } else {
4343 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4344 return WINED3DERR_NOTAVAILABLE;
4345 }
4346}
4347
4348static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4349 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4350{
4351 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4352 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4353 debug_d3dformat(dst_format));
4354
4355 return WINED3D_OK;
4356}
4357
4358/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4359 subset of a D3DCAPS9 structure. However, it has to come via a void *
4360 as the d3d8 interface cannot import the d3d9 header */
4361static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4362
4363 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4364 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4365 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4366 int vs_selected_mode;
4367 int ps_selected_mode;
4368 struct shader_caps shader_caps;
4369 struct fragment_caps fragment_caps;
4370 DWORD ckey_caps, blit_caps, fx_caps;
4371
4372 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4373
4374 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4375 return WINED3DERR_INVALIDCALL;
4376 }
4377
4378 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4379
4380 /* ------------------------------------------------
4381 The following fields apply to both d3d8 and d3d9
4382 ------------------------------------------------ */
4383 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4384 pCaps->AdapterOrdinal = Adapter;
4385
4386 pCaps->Caps = 0;
4387 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4388 WINED3DCAPS2_FULLSCREENGAMMA |
4389 WINED3DCAPS2_DYNAMICTEXTURES;
4390 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4391 {
4392 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4393 }
4394
4395 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4396 WINED3DCAPS3_COPY_TO_VIDMEM |
4397 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4398
4399 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4400 WINED3DPRESENT_INTERVAL_ONE;
4401
4402 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4403 WINED3DCURSORCAPS_LOWRES;
4404
4405 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4406 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4407 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4408 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4409 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4410 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4411 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4412 WINED3DDEVCAPS_PUREDEVICE |
4413 WINED3DDEVCAPS_HWRASTERIZATION |
4414 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4415 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4416 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4417 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4418 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4419 WINED3DDEVCAPS_RTPATCHES;
4420
4421 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4422 WINED3DPMISCCAPS_CULLCCW |
4423 WINED3DPMISCCAPS_CULLCW |
4424 WINED3DPMISCCAPS_COLORWRITEENABLE |
4425 WINED3DPMISCCAPS_CLIPTLVERTS |
4426 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4427 WINED3DPMISCCAPS_MASKZ |
4428 WINED3DPMISCCAPS_BLENDOP |
4429 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4430 /* TODO:
4431 WINED3DPMISCCAPS_NULLREFERENCE
4432 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4433 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4434 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4435
4436 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4437 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4438 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4439 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4440
4441 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4442 WINED3DPRASTERCAPS_PAT |
4443 WINED3DPRASTERCAPS_WFOG |
4444 WINED3DPRASTERCAPS_ZFOG |
4445 WINED3DPRASTERCAPS_FOGVERTEX |
4446 WINED3DPRASTERCAPS_FOGTABLE |
4447 WINED3DPRASTERCAPS_STIPPLE |
4448 WINED3DPRASTERCAPS_SUBPIXEL |
4449 WINED3DPRASTERCAPS_ZTEST |
4450 WINED3DPRASTERCAPS_SCISSORTEST |
4451 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4452 WINED3DPRASTERCAPS_DEPTHBIAS;
4453
4454 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4455 {
4456 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4457 WINED3DPRASTERCAPS_ZBIAS |
4458 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4459 }
4460 if (gl_info->supported[NV_FOG_DISTANCE])
4461 {
4462 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4463 }
4464 /* FIXME Add:
4465 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4466 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4467 WINED3DPRASTERCAPS_ANTIALIASEDGES
4468 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4469 WINED3DPRASTERCAPS_WBUFFER */
4470
4471 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4472 WINED3DPCMPCAPS_EQUAL |
4473 WINED3DPCMPCAPS_GREATER |
4474 WINED3DPCMPCAPS_GREATEREQUAL |
4475 WINED3DPCMPCAPS_LESS |
4476 WINED3DPCMPCAPS_LESSEQUAL |
4477 WINED3DPCMPCAPS_NEVER |
4478 WINED3DPCMPCAPS_NOTEQUAL;
4479
4480 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4481 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4482 WINED3DPBLENDCAPS_DESTALPHA |
4483 WINED3DPBLENDCAPS_DESTCOLOR |
4484 WINED3DPBLENDCAPS_INVDESTALPHA |
4485 WINED3DPBLENDCAPS_INVDESTCOLOR |
4486 WINED3DPBLENDCAPS_INVSRCALPHA |
4487 WINED3DPBLENDCAPS_INVSRCCOLOR |
4488 WINED3DPBLENDCAPS_ONE |
4489 WINED3DPBLENDCAPS_SRCALPHA |
4490 WINED3DPBLENDCAPS_SRCALPHASAT |
4491 WINED3DPBLENDCAPS_SRCCOLOR |
4492 WINED3DPBLENDCAPS_ZERO;
4493
4494 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4495 WINED3DPBLENDCAPS_DESTCOLOR |
4496 WINED3DPBLENDCAPS_INVDESTALPHA |
4497 WINED3DPBLENDCAPS_INVDESTCOLOR |
4498 WINED3DPBLENDCAPS_INVSRCALPHA |
4499 WINED3DPBLENDCAPS_INVSRCCOLOR |
4500 WINED3DPBLENDCAPS_ONE |
4501 WINED3DPBLENDCAPS_SRCALPHA |
4502 WINED3DPBLENDCAPS_SRCCOLOR |
4503 WINED3DPBLENDCAPS_ZERO;
4504 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4505 * according to the glBlendFunc manpage
4506 *
4507 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4508 * legacy settings for srcblend only
4509 */
4510
4511 if (gl_info->supported[EXT_BLEND_COLOR])
4512 {
4513 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4514 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4515 }
4516
4517
4518 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4519 WINED3DPCMPCAPS_EQUAL |
4520 WINED3DPCMPCAPS_GREATER |
4521 WINED3DPCMPCAPS_GREATEREQUAL |
4522 WINED3DPCMPCAPS_LESS |
4523 WINED3DPCMPCAPS_LESSEQUAL |
4524 WINED3DPCMPCAPS_NEVER |
4525 WINED3DPCMPCAPS_NOTEQUAL;
4526
4527 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4528 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4529 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4530 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4531 WINED3DPSHADECAPS_COLORFLATRGB |
4532 WINED3DPSHADECAPS_FOGFLAT |
4533 WINED3DPSHADECAPS_FOGGOURAUD |
4534 WINED3DPSHADECAPS_SPECULARFLATRGB;
4535
4536 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4537 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4538 WINED3DPTEXTURECAPS_TRANSPARENCY |
4539 WINED3DPTEXTURECAPS_BORDER |
4540 WINED3DPTEXTURECAPS_MIPMAP |
4541 WINED3DPTEXTURECAPS_PROJECTED |
4542 WINED3DPTEXTURECAPS_PERSPECTIVE;
4543
4544 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4545 {
4546 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4547 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4548 }
4549
4550 if (gl_info->supported[EXT_TEXTURE3D])
4551 {
4552 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4553 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4554 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4555 }
4556
4557 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4558 {
4559 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4560 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4561 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4562
4563 }
4564
4565 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4566 WINED3DPTFILTERCAPS_MAGFPOINT |
4567 WINED3DPTFILTERCAPS_MINFLINEAR |
4568 WINED3DPTFILTERCAPS_MINFPOINT |
4569 WINED3DPTFILTERCAPS_MIPFLINEAR |
4570 WINED3DPTFILTERCAPS_MIPFPOINT |
4571 WINED3DPTFILTERCAPS_LINEAR |
4572 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4573 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4574 WINED3DPTFILTERCAPS_MIPLINEAR |
4575 WINED3DPTFILTERCAPS_MIPNEAREST |
4576 WINED3DPTFILTERCAPS_NEAREST;
4577
4578 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4579 {
4580 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4581 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4582 }
4583
4584 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4585 {
4586 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4587 WINED3DPTFILTERCAPS_MAGFPOINT |
4588 WINED3DPTFILTERCAPS_MINFLINEAR |
4589 WINED3DPTFILTERCAPS_MINFPOINT |
4590 WINED3DPTFILTERCAPS_MIPFLINEAR |
4591 WINED3DPTFILTERCAPS_MIPFPOINT |
4592 WINED3DPTFILTERCAPS_LINEAR |
4593 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4594 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4595 WINED3DPTFILTERCAPS_MIPLINEAR |
4596 WINED3DPTFILTERCAPS_MIPNEAREST |
4597 WINED3DPTFILTERCAPS_NEAREST;
4598
4599 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4600 {
4601 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4602 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4603 }
4604 } else
4605 pCaps->CubeTextureFilterCaps = 0;
4606
4607 if (gl_info->supported[EXT_TEXTURE3D])
4608 {
4609 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4610 WINED3DPTFILTERCAPS_MAGFPOINT |
4611 WINED3DPTFILTERCAPS_MINFLINEAR |
4612 WINED3DPTFILTERCAPS_MINFPOINT |
4613 WINED3DPTFILTERCAPS_MIPFLINEAR |
4614 WINED3DPTFILTERCAPS_MIPFPOINT |
4615 WINED3DPTFILTERCAPS_LINEAR |
4616 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4617 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4618 WINED3DPTFILTERCAPS_MIPLINEAR |
4619 WINED3DPTFILTERCAPS_MIPNEAREST |
4620 WINED3DPTFILTERCAPS_NEAREST;
4621 } else
4622 pCaps->VolumeTextureFilterCaps = 0;
4623
4624 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4625 WINED3DPTADDRESSCAPS_CLAMP |
4626 WINED3DPTADDRESSCAPS_WRAP;
4627
4628 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4629 {
4630 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4631 }
4632 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4633 {
4634 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4635 }
4636 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4637 {
4638 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4639 }
4640
4641 if (gl_info->supported[EXT_TEXTURE3D])
4642 {
4643 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4644 WINED3DPTADDRESSCAPS_CLAMP |
4645 WINED3DPTADDRESSCAPS_WRAP;
4646 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4647 {
4648 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4649 }
4650 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4651 {
4652 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4653 }
4654 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4655 {
4656 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4657 }
4658 } else
4659 pCaps->VolumeTextureAddressCaps = 0;
4660
4661 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4662 WINED3DLINECAPS_ZTEST |
4663 WINED3DLINECAPS_BLEND |
4664 WINED3DLINECAPS_ALPHACMP |
4665 WINED3DLINECAPS_FOG;
4666 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4667 * idea how generating the smoothing alpha values works; the result is different
4668 */
4669
4670 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4671 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4672
4673 if (gl_info->supported[EXT_TEXTURE3D])
4674 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4675 else
4676 pCaps->MaxVolumeExtent = 0;
4677
4678 pCaps->MaxTextureRepeat = 32768;
4679 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4680 pCaps->MaxVertexW = 1.0f;
4681
4682 pCaps->GuardBandLeft = 0.0f;
4683 pCaps->GuardBandTop = 0.0f;
4684 pCaps->GuardBandRight = 0.0f;
4685 pCaps->GuardBandBottom = 0.0f;
4686
4687 pCaps->ExtentsAdjust = 0.0f;
4688
4689 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4690 WINED3DSTENCILCAPS_INCRSAT |
4691 WINED3DSTENCILCAPS_INVERT |
4692 WINED3DSTENCILCAPS_KEEP |
4693 WINED3DSTENCILCAPS_REPLACE |
4694 WINED3DSTENCILCAPS_ZERO;
4695 if (gl_info->supported[EXT_STENCIL_WRAP])
4696 {
4697 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4698 WINED3DSTENCILCAPS_INCR;
4699 }
4700 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4701 {
4702 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4703 }
4704
4705 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4706
4707 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4708 pCaps->MaxActiveLights = gl_info->limits.lights;
4709
4710 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4711 pCaps->MaxVertexBlendMatrixIndex = 0;
4712
4713 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4714 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4715
4716
4717 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4718 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4719 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4720 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4721 WINED3DVTXPCAPS_LOCALVIEWER |
4722 WINED3DVTXPCAPS_VERTEXFOG |
4723 WINED3DVTXPCAPS_TEXGEN;
4724
4725 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4726 pCaps->MaxVertexIndex = 0xFFFFF;
4727 pCaps->MaxStreams = MAX_STREAMS;
4728 pCaps->MaxStreamStride = 1024;
4729
4730 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4731 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4732 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4733 pCaps->MaxNpatchTessellationLevel = 0;
4734 pCaps->MasterAdapterOrdinal = 0;
4735 pCaps->AdapterOrdinalInGroup = 0;
4736 pCaps->NumberOfAdaptersInGroup = 1;
4737
4738 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4739
4740 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4741 WINED3DPTFILTERCAPS_MAGFPOINT |
4742 WINED3DPTFILTERCAPS_MINFLINEAR |
4743 WINED3DPTFILTERCAPS_MAGFLINEAR;
4744 pCaps->VertexTextureFilterCaps = 0;
4745
4746 memset(&shader_caps, 0, sizeof(shader_caps));
4747 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4748
4749 memset(&fragment_caps, 0, sizeof(fragment_caps));
4750 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4751
4752 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4753 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4754
4755 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4756 * Ignore shader model capabilities if disabled in config
4757 */
4758 if(vs_selected_mode == SHADER_NONE) {
4759 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4760 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4761 pCaps->MaxVertexShaderConst = 0;
4762 } else {
4763 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4764 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4765 }
4766
4767 if(ps_selected_mode == SHADER_NONE) {
4768 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4769 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4770 pCaps->PixelShader1xMaxValue = 0.0f;
4771 } else {
4772 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4773 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4774 }
4775
4776 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4777 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4778 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4779
4780 pCaps->VS20Caps = shader_caps.VS20Caps;
4781 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4782 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4783 pCaps->PS20Caps = shader_caps.PS20Caps;
4784 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4785 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4786
4787 /* The following caps are shader specific, but they are things we cannot detect, or which
4788 * are the same among all shader models. So to avoid code duplication set the shader version
4789 * specific, but otherwise constant caps here
4790 */
4791 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4792 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4793 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4794 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4795 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4796 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4797 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4798
4799 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4800 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4801 }
4802 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4803 {
4804 pCaps->VS20Caps.Caps = 0;
4805 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4806 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4807 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4808
4809 pCaps->MaxVShaderInstructionsExecuted = 65535;
4810 pCaps->MaxVertexShader30InstructionSlots = 0;
4811 } else { /* VS 1.x */
4812 pCaps->VS20Caps.Caps = 0;
4813 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4814 pCaps->VS20Caps.NumTemps = 0;
4815 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4816
4817 pCaps->MaxVShaderInstructionsExecuted = 0;
4818 pCaps->MaxVertexShader30InstructionSlots = 0;
4819 }
4820
4821 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4822 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4823 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4824
4825 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4826 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4827 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4828 WINED3DPS20CAPS_PREDICATION |
4829 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4830 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4831 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4832 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4833 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4834 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4835
4836 pCaps->MaxPShaderInstructionsExecuted = 65535;
4837 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4838 adapter->gl_info.limits.arb_ps_instructions);
4839 }
4840 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4841 {
4842 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4843 pCaps->PS20Caps.Caps = 0;
4844 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4845 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4846 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4847 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4848
4849 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4850 pCaps->MaxPixelShader30InstructionSlots = 0;
4851 } else { /* PS 1.x */
4852 pCaps->PS20Caps.Caps = 0;
4853 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4854 pCaps->PS20Caps.NumTemps = 0;
4855 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4856 pCaps->PS20Caps.NumInstructionSlots = 0;
4857
4858 pCaps->MaxPShaderInstructionsExecuted = 0;
4859 pCaps->MaxPixelShader30InstructionSlots = 0;
4860 }
4861
4862 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4863 /* OpenGL supports all the formats below, perhaps not always
4864 * without conversion, but it supports them.
4865 * Further GLSL doesn't seem to have an official unsigned type so
4866 * don't advertise it yet as I'm not sure how we handle it.
4867 * We might need to add some clamping in the shader engine to
4868 * support it.
4869 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4870 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4871 WINED3DDTCAPS_UBYTE4N |
4872 WINED3DDTCAPS_SHORT2N |
4873 WINED3DDTCAPS_SHORT4N;
4874 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4875 {
4876 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4877 WINED3DDTCAPS_FLOAT16_4;
4878 }
4879 } else
4880 pCaps->DeclTypes = 0;
4881
4882 /* Set DirectDraw helper Caps */
4883 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4884 WINEDDCKEYCAPS_SRCBLT;
4885 fx_caps = WINEDDFXCAPS_BLTALPHA |
4886 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4887 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4888 WINEDDFXCAPS_BLTROTATION90 |
4889 WINEDDFXCAPS_BLTSHRINKX |
4890 WINEDDFXCAPS_BLTSHRINKXN |
4891 WINEDDFXCAPS_BLTSHRINKY |
4892 WINEDDFXCAPS_BLTSHRINKXN |
4893 WINEDDFXCAPS_BLTSTRETCHX |
4894 WINEDDFXCAPS_BLTSTRETCHXN |
4895 WINEDDFXCAPS_BLTSTRETCHY |
4896 WINEDDFXCAPS_BLTSTRETCHYN;
4897 blit_caps = WINEDDCAPS_BLT |
4898 WINEDDCAPS_BLTCOLORFILL |
4899 WINEDDCAPS_BLTDEPTHFILL |
4900 WINEDDCAPS_BLTSTRETCH |
4901 WINEDDCAPS_CANBLTSYSMEM |
4902 WINEDDCAPS_CANCLIP |
4903 WINEDDCAPS_CANCLIPSTRETCHED |
4904 WINEDDCAPS_COLORKEY |
4905 WINEDDCAPS_COLORKEYHWASSIST |
4906 WINEDDCAPS_ALIGNBOUNDARYSRC;
4907
4908 /* Fill the ddraw caps structure */
4909 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4910 WINEDDCAPS_PALETTE |
4911 blit_caps;
4912 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4913 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4914 WINEDDCAPS2_PRIMARYGAMMA |
4915 WINEDDCAPS2_WIDESURFACES |
4916 WINEDDCAPS2_CANRENDERWINDOWED;
4917 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4918 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4919 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4920 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4921 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4922 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4923 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4924 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4925 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4926
4927 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4928 WINEDDSCAPS_BACKBUFFER |
4929 WINEDDSCAPS_FLIP |
4930 WINEDDSCAPS_FRONTBUFFER |
4931 WINEDDSCAPS_OFFSCREENPLAIN |
4932 WINEDDSCAPS_PALETTE |
4933 WINEDDSCAPS_PRIMARYSURFACE |
4934 WINEDDSCAPS_SYSTEMMEMORY |
4935 WINEDDSCAPS_VIDEOMEMORY |
4936 WINEDDSCAPS_VISIBLE;
4937 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4938
4939 /* Set D3D caps if OpenGL is available. */
4940 if (adapter->opengl)
4941 {
4942 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4943 WINEDDSCAPS_MIPMAP |
4944 WINEDDSCAPS_TEXTURE |
4945 WINEDDSCAPS_ZBUFFER;
4946 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4947 }
4948
4949 return WINED3D_OK;
4950}
4951
4952static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4953 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4954 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4955{
4956 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4957 IWineD3DDeviceImpl *object;
4958 HRESULT hr;
4959
4960 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4961 "parent %p, device_parent %p, device %p.\n",
4962 iface, adapter_idx, device_type, focus_window, flags,
4963 parent, device_parent, device);
4964
4965 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4966 * number and create a device without a 3D adapter for 2D only operation. */
4967 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4968 {
4969 return WINED3DERR_INVALIDCALL;
4970 }
4971
4972 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4973 if (!object)
4974 {
4975 ERR("Failed to allocate device memory.\n");
4976 return E_OUTOFMEMORY;
4977 }
4978
4979 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4980 if (FAILED(hr))
4981 {
4982 WARN("Failed to initialize device, hr %#x.\n", hr);
4983 HeapFree(GetProcessHeap(), 0, object);
4984 return hr;
4985 }
4986
4987 TRACE("Created device %p.\n", object);
4988 *device = (IWineD3DDevice *)object;
4989
4990 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4991
4992 return WINED3D_OK;
4993}
4994
4995static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4996 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4997 IUnknown_AddRef(This->parent);
4998 *pParent = This->parent;
4999 return WINED3D_OK;
5000}
5001
5002static void WINE_GLAPI invalid_func(const void *data)
5003{
5004 ERR("Invalid vertex attribute function called\n");
5005 DebugBreak();
5006}
5007
5008static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5009{
5010 ERR("Invalid texcoord function called\n");
5011 DebugBreak();
5012}
5013
5014/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5015 * the extension detection and are used in drawStridedSlow
5016 */
5017static void WINE_GLAPI position_d3dcolor(const void *data)
5018{
5019 DWORD pos = *((const DWORD *)data);
5020
5021 FIXME("Add a test for fixed function position from d3dcolor type\n");
5022 glVertex4s(D3DCOLOR_B_R(pos),
5023 D3DCOLOR_B_G(pos),
5024 D3DCOLOR_B_B(pos),
5025 D3DCOLOR_B_A(pos));
5026}
5027
5028static void WINE_GLAPI position_float4(const void *data)
5029{
5030 const GLfloat *pos = data;
5031
5032 if (pos[3] != 0.0f && pos[3] != 1.0f)
5033 {
5034 float w = 1.0f / pos[3];
5035
5036 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5037 }
5038 else
5039 {
5040 glVertex3fv(pos);
5041 }
5042}
5043
5044static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5045{
5046 DWORD diffuseColor = *((const DWORD *)data);
5047
5048 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5049 D3DCOLOR_B_G(diffuseColor),
5050 D3DCOLOR_B_B(diffuseColor),
5051 D3DCOLOR_B_A(diffuseColor));
5052}
5053
5054static void WINE_GLAPI specular_d3dcolor(const void *data)
5055{
5056 DWORD specularColor = *((const DWORD *)data);
5057 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5058 D3DCOLOR_B_G(specularColor),
5059 D3DCOLOR_B_B(specularColor)};
5060
5061 specular_func_3ubv(d);
5062}
5063
5064static void WINE_GLAPI warn_no_specular_func(const void *data)
5065{
5066 WARN("GL_EXT_secondary_color not supported\n");
5067}
5068
5069static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5070{
5071 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5072 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5073 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5074 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5075 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5076 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5077 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5078 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5079 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5080 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5081 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5082 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5083 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5084 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5085 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5086 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5087 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5088
5089 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5090 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5091 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5092 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5093 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5094 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5095 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5096 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5097 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5098 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5099 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5100 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5101 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5102 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5103 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5104 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5105 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5106
5107 /* No 4 component entry points here */
5108 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5109 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5110 if (gl_info->supported[EXT_SECONDARY_COLOR])
5111 {
5112 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5113 }
5114 else
5115 {
5116 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5117 }
5118 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5119 if (gl_info->supported[EXT_SECONDARY_COLOR])
5120 {
5121 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5122 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5123 }
5124 else
5125 {
5126 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5127 }
5128 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5129 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5130 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5131 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5132 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5133 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5134 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5135 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5136 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5137 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5138 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5139 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5140
5141 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5142 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5143 */
5144 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5145 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5146 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5147 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5148 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5149 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5150 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5151 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5152 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5153 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5154 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5155 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5156 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5157 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5158 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5159 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5160 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5161
5162 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5163 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5164 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5165 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5166 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5167 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5168 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5169 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5170 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5171 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5172 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5173 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5174 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5175 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5176 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5177 if (gl_info->supported[NV_HALF_FLOAT])
5178 {
5179 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5180 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5181 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5182 } else {
5183 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5184 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5185 }
5186}
5187
5188static BOOL InitAdapters(IWineD3DImpl *This)
5189{
5190 static HMODULE mod_gl;
5191 BOOL ret;
5192 int ps_selected_mode, vs_selected_mode;
5193
5194 /* No need to hold any lock. The calling library makes sure only one thread calls
5195 * wined3d simultaneously
5196 */
5197
5198 TRACE("Initializing adapters\n");
5199
5200 if(!mod_gl) {
5201#ifdef USE_WIN32_OPENGL
5202#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5203#ifdef VBOX_WITH_WDDM
5204 BOOL (APIENTRY *pDrvValidateVersion)(DWORD) DECLSPEC_HIDDEN;
5205#ifdef VBOX_WDDM_WOW64
5206 mod_gl = LoadLibraryA("VBoxOGL-x86.dll");
5207#else
5208 mod_gl = LoadLibraryA("VBoxOGL.dll");
5209#endif
5210#else
5211 mod_gl = LoadLibraryA("opengl32.dll");
5212#endif
5213 if(!mod_gl) {
5214 ERR("Can't load opengl32.dll!\n");
5215 goto nogl_adapter;
5216 }
5217#ifdef VBOX_WITH_WDDM
5218 /* init properly */
5219 pDrvValidateVersion = (void*)GetProcAddress(mod_gl, "DrvValidateVersion");
5220 if(!pDrvValidateVersion) {
5221 ERR("Can't get DrvValidateVersion\n");
5222 goto nogl_adapter;
5223 }
5224 if(!pDrvValidateVersion(1)) {
5225 ERR("DrvValidateVersion FAILED\n");
5226 goto nogl_adapter;
5227 }
5228#endif
5229#else
5230#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5231 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5232 mod_gl = GetModuleHandleA("gdi32.dll");
5233#endif
5234 }
5235
5236/* Load WGL core functions from opengl32.dll */
5237#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5238 WGL_FUNCS_GEN;
5239#undef USE_WGL_FUNC
5240
5241 if(!pwglGetProcAddress) {
5242 ERR("Unable to load wglGetProcAddress!\n");
5243 goto nogl_adapter;
5244 }
5245
5246/* Dynamically load all GL core functions */
5247 GL_FUNCS_GEN;
5248#undef USE_GL_FUNC
5249
5250 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5251 * otherwise because we have to use winex11.drv's override
5252 */
5253#ifdef USE_WIN32_OPENGL
5254 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5255 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5256#else
5257 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5258 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5259#endif
5260
5261 glEnableWINE = glEnable;
5262 glDisableWINE = glDisable;
5263
5264 /* For now only one default adapter */
5265 {
5266 struct wined3d_adapter *adapter = &This->adapters[0];
5267 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5268 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5269 int iPixelFormat;
5270 int res;
5271 int i;
5272 WineD3D_PixelFormat *cfgs;
5273 DISPLAY_DEVICEW DisplayDevice;
5274 HDC hdc;
5275
5276 TRACE("Initializing default adapter\n");
5277 adapter->ordinal = 0;
5278 adapter->monitorPoint.x = -1;
5279 adapter->monitorPoint.y = -1;
5280
5281 if (!AllocateLocallyUniqueId(&adapter->luid))
5282 {
5283 DWORD err = GetLastError();
5284 ERR("Failed to set adapter LUID (%#x).\n", err);
5285 goto nogl_adapter;
5286 }
5287 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5288 adapter->luid.HighPart, adapter->luid.LowPart);
5289
5290 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5291 {
5292 ERR("Failed to get a gl context for default adapter\n");
5293 goto nogl_adapter;
5294 }
5295
5296 ret = IWineD3DImpl_FillGLCaps(adapter);
5297 if(!ret) {
5298 ERR("Failed to initialize gl caps for default adapter\n");
5299 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5300 goto nogl_adapter;
5301 }
5302 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5303 if(!ret) {
5304 ERR("Failed to init gl formats\n");
5305 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5306 goto nogl_adapter;
5307 }
5308
5309 hdc = fake_gl_ctx.dc;
5310
5311 /* Use the VideoRamSize registry setting when set */
5312 if(wined3d_settings.emulated_textureram)
5313 adapter->TextureRam = wined3d_settings.emulated_textureram;
5314 else
5315 adapter->TextureRam = adapter->gl_info.vidmem;
5316 adapter->UsedTextureRam = 0;
5317 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5318
5319 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5320 DisplayDevice.cb = sizeof(DisplayDevice);
5321 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5322 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5323 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5324
5325 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5326 {
5327 int attribute;
5328 int attribs[11];
5329 int values[11];
5330 int nAttribs = 0;
5331
5332 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5333 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5334
5335 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5336 cfgs = adapter->cfgs;
5337 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5338 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5339 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5340 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5341 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5342 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5343 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5344 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5345 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5346 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5347 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5348
5349 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5350 {
5351 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5352
5353 if(!res)
5354 continue;
5355
5356 /* Cache the pixel format */
5357 cfgs->iPixelFormat = iPixelFormat;
5358 cfgs->redSize = values[0];
5359 cfgs->greenSize = values[1];
5360 cfgs->blueSize = values[2];
5361 cfgs->alphaSize = values[3];
5362 cfgs->colorSize = values[4];
5363 cfgs->depthSize = values[5];
5364 cfgs->stencilSize = values[6];
5365 cfgs->windowDrawable = values[7];
5366 cfgs->iPixelType = values[8];
5367 cfgs->doubleBuffer = values[9];
5368 cfgs->auxBuffers = values[10];
5369
5370 cfgs->numSamples = 0;
5371 /* Check multisample support */
5372 if (gl_info->supported[ARB_MULTISAMPLE])
5373 {
5374 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5375 int value[2];
5376 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5377 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5378 * value[1] = number of multi sample buffers*/
5379 if(value[0])
5380 cfgs->numSamples = value[1];
5381 }
5382 }
5383
5384 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5385 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5386 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5387 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5388 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5389 cfgs++;
5390 }
5391 }
5392 else
5393 {
5394 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5395 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5396 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5397
5398 cfgs = adapter->cfgs;
5399 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5400 {
5401 PIXELFORMATDESCRIPTOR ppfd;
5402
5403 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5404 if(!res)
5405 continue;
5406
5407 /* We only want HW acceleration using an OpenGL ICD driver.
5408 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5409 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5410 */
5411 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5412 {
5413 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5414 continue;
5415 }
5416
5417 cfgs->iPixelFormat = iPixelFormat;
5418 cfgs->redSize = ppfd.cRedBits;
5419 cfgs->greenSize = ppfd.cGreenBits;
5420 cfgs->blueSize = ppfd.cBlueBits;
5421 cfgs->alphaSize = ppfd.cAlphaBits;
5422 cfgs->colorSize = ppfd.cColorBits;
5423 cfgs->depthSize = ppfd.cDepthBits;
5424 cfgs->stencilSize = ppfd.cStencilBits;
5425 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5426 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5427 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5428 cfgs->auxBuffers = ppfd.cAuxBuffers;
5429 cfgs->numSamples = 0;
5430
5431 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5432 "depth=%d, stencil=%d, windowDrawable=%d\n",
5433 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5434 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5435 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5436 cfgs++;
5437 adapter->nCfgs++;
5438 }
5439
5440 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5441 if(!adapter->nCfgs)
5442 {
5443 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5444
5445 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5446 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5447 goto nogl_adapter;
5448 }
5449 }
5450
5451 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5452 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5453 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5454 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5455 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5456 * driver is allowed to consume more bits EXCEPT for stencil bits.
5457 *
5458 * Mark an adapter with this broken stencil behavior.
5459 */
5460 adapter->brokenStencil = TRUE;
5461 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5462 {
5463 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5464 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5465 adapter->brokenStencil = FALSE;
5466 break;
5467 }
5468 }
5469
5470 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5471
5472 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5473 fillGLAttribFuncs(&adapter->gl_info);
5474 adapter->opengl = TRUE;
5475 }
5476 This->adapter_count = 1;
5477 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5478
5479 return TRUE;
5480
5481nogl_adapter:
5482 /* Initialize an adapter for ddraw-only memory counting */
5483 memset(This->adapters, 0, sizeof(This->adapters));
5484 This->adapters[0].ordinal = 0;
5485 This->adapters[0].opengl = FALSE;
5486 This->adapters[0].monitorPoint.x = -1;
5487 This->adapters[0].monitorPoint.y = -1;
5488
5489 This->adapters[0].driver_info.name = "Display";
5490 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5491 if(wined3d_settings.emulated_textureram) {
5492 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5493 } else {
5494 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5495 }
5496
5497 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5498
5499 This->adapter_count = 1;
5500 return FALSE;
5501}
5502
5503/**********************************************************
5504 * IWineD3D VTbl follows
5505 **********************************************************/
5506
5507static const struct IWineD3DVtbl IWineD3D_Vtbl =
5508{
5509 /* IUnknown */
5510 IWineD3DImpl_QueryInterface,
5511 IWineD3DImpl_AddRef,
5512 IWineD3DImpl_Release,
5513 /* IWineD3D */
5514 IWineD3DImpl_GetParent,
5515 IWineD3DImpl_GetAdapterCount,
5516 IWineD3DImpl_RegisterSoftwareDevice,
5517 IWineD3DImpl_GetAdapterMonitor,
5518 IWineD3DImpl_GetAdapterModeCount,
5519 IWineD3DImpl_EnumAdapterModes,
5520 IWineD3DImpl_GetAdapterDisplayMode,
5521 IWineD3DImpl_GetAdapterDisplayModeEx,
5522 IWineD3DImpl_GetAdapterIdentifier,
5523 IWineD3DImpl_CheckDeviceMultiSampleType,
5524 IWineD3DImpl_CheckDepthStencilMatch,
5525 IWineD3DImpl_CheckDeviceType,
5526 IWineD3DImpl_CheckDeviceFormat,
5527 IWineD3DImpl_CheckDeviceFormatConversion,
5528 IWineD3DImpl_GetDeviceCaps,
5529 IWineD3DImpl_CreateDevice
5530};
5531
5532static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5533
5534const struct wined3d_parent_ops wined3d_null_parent_ops =
5535{
5536 wined3d_null_wined3d_object_destroyed,
5537};
5538
5539HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5540{
5541 wined3d->lpVtbl = &IWineD3D_Vtbl;
5542 wined3d->dxVersion = version;
5543 wined3d->ref = 1;
5544 wined3d->parent = parent;
5545
5546 if (!InitAdapters(wined3d))
5547 {
5548 WARN("Failed to initialize adapters.\n");
5549 if (version > 7)
5550 {
5551 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5552 return E_FAIL;
5553 }
5554 }
5555
5556 return WINED3D_OK;
5557}
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