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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/directx.c@ 48073

Last change on this file since 48073 was 48073, checked in by vboxsync, 11 years ago

wined3d: update to wine 1.6

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
File size: 245.2 KB
Line 
1/*
2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24#include "config.h"
25#include "wine/port.h"
26
27#include <stdio.h>
28
29#include "wined3d_private.h"
30#include "winternl.h"
31#ifdef VBOX_WITH_WDDM
32#include <VBox/VBoxCrHgsmi.h>
33#endif
34
35WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
37
38#define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
39
40/* The driver names reflect the lowest GPU supported
41 * by a certain driver, so DRIVER_AMD_R300 supports
42 * R3xx, R4xx and R5xx GPUs. */
43enum wined3d_display_driver
44{
45 DRIVER_AMD_RAGE_128PRO,
46 DRIVER_AMD_R100,
47 DRIVER_AMD_R300,
48 DRIVER_AMD_R600,
49 DRIVER_INTEL_GMA800,
50 DRIVER_INTEL_GMA900,
51 DRIVER_INTEL_GMA950,
52 DRIVER_INTEL_GMA3000,
53 DRIVER_NVIDIA_TNT,
54 DRIVER_NVIDIA_GEFORCE2MX,
55 DRIVER_NVIDIA_GEFORCEFX,
56 DRIVER_NVIDIA_GEFORCE6,
57 DRIVER_UNKNOWN
58};
59
60enum wined3d_driver_model
61{
62 DRIVER_MODEL_WIN9X,
63 DRIVER_MODEL_NT40,
64 DRIVER_MODEL_NT5X,
65 DRIVER_MODEL_NT6X
66};
67
68enum wined3d_gl_vendor
69{
70 GL_VENDOR_UNKNOWN,
71 GL_VENDOR_APPLE,
72 GL_VENDOR_FGLRX,
73 GL_VENDOR_INTEL,
74 GL_VENDOR_MESA,
75 GL_VENDOR_NVIDIA,
76};
77
78/* The d3d device ID */
79static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
80
81/* Extension detection */
82struct wined3d_extension_map
83{
84 const char *extension_string;
85 enum wined3d_gl_extension extension;
86};
87
88static const struct wined3d_extension_map gl_extension_map[] =
89{
90 /* APPLE */
91 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE },
92 {"GL_APPLE_fence", APPLE_FENCE },
93 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
94 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
95 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
96
97 /* ARB */
98 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
99 {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
100 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
101 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
102 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
103 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
104 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
105 {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
106 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
107 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
108 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
109 {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
110 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
111 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
112 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
113 {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS, },
114 {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2, },
115 {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
116 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
117 {"GL_ARB_multisample", ARB_MULTISAMPLE }, /* needs GLX_ARB_MULTISAMPLE as well */
118 {"GL_ARB_multitexture", ARB_MULTITEXTURE },
119 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
120 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
121 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
122 {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
123 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
124 {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
125 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS },
126 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
127 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
128 {"GL_ARB_shadow", ARB_SHADOW },
129 {"GL_ARB_sync", ARB_SYNC },
130 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
131 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
132 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
133 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
134 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD },
135 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
136 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
137 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
138 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
139#ifdef VBOX_WITH_WINE_FIX_IBMTMR
140 {"GL_IBM_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
141#endif
142 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
143 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
144 {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
145 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
146 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND },
147 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
148 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
149 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
150
151 /* ATI */
152 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
153 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
154 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
155 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
156 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
157
158 /* EXT */
159 {"GL_EXT_blend_color", EXT_BLEND_COLOR },
160 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
161 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
162 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
163 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
164 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
165 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
166 {"GL_EXT_fog_coord", EXT_FOG_COORD },
167 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
168 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
169 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
170 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
171 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
172 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
173 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE },
174 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
175 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
176 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
177 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
178 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
179 {"GL_EXT_texture3D", EXT_TEXTURE3D },
180 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
181 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
182 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD },
183 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
184 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
185 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
186 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
187 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
188 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
189 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA },
190
191 /* NV */
192 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP },
193 {"GL_NV_fence", NV_FENCE },
194 {"GL_NV_fog_distance", NV_FOG_DISTANCE },
195 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
196 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
197 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
198 {"GL_NV_half_float", NV_HALF_FLOAT },
199 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
200 {"GL_NV_point_sprite", NV_POINT_SPRITE },
201 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
202 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
203 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
204 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
205 {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
206 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
207 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
208 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
209 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
210 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
211 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
212
213 /* SGI */
214 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP },
215};
216
217static const struct wined3d_extension_map wgl_extension_map[] =
218{
219 {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
220 {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
221 {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
222};
223
224/**********************************************************
225 * Utility functions follow
226 **********************************************************/
227
228const struct min_lookup minMipLookup[] =
229{
230 /* NONE POINT LINEAR */
231 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
232 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
233 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
234};
235
236const struct min_lookup minMipLookup_noFilter[] =
237{
238 /* NONE POINT LINEAR */
239 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
240 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
241 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
242};
243
244const struct min_lookup minMipLookup_noMip[] =
245{
246 /* NONE POINT LINEAR */
247 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
248 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
249 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
250};
251
252const GLenum magLookup[] =
253{
254 /* NONE POINT LINEAR */
255 GL_NEAREST, GL_NEAREST, GL_LINEAR,
256};
257
258const GLenum magLookup_noFilter[] =
259{
260 /* NONE POINT LINEAR */
261 GL_NEAREST, GL_NEAREST, GL_NEAREST,
262};
263
264/* drawStridedSlow attributes */
265glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
266glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
267glAttribFunc specular_func_3ubv;
268glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
269glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
270glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
271
272/**
273 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
274 * i.e., there is no GL Context - Get a default rendering context to enable the
275 * function query some info from GL.
276 */
277
278struct wined3d_fake_gl_ctx
279{
280 HDC dc;
281 HWND wnd;
282 HGLRC gl_ctx;
283 HDC restore_dc;
284 HGLRC restore_gl_ctx;
285};
286
287static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
288{
289 TRACE("Destroying fake GL context.\n");
290
291 if (!wglMakeCurrent(NULL, NULL))
292 ERR("Failed to disable fake GL context.\n");
293
294 if (!wglDeleteContext(ctx->gl_ctx))
295 {
296 DWORD err = GetLastError();
297 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
298 }
299
300 ReleaseDC(ctx->wnd, ctx->dc);
301 DestroyWindow(ctx->wnd);
302
303 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
304 ERR("Failed to restore previous GL context.\n");
305}
306
307static void wined3d_create_fake_gl_context_attribs(struct wined3d_fake_gl_ctx *fake_gl_ctx,
308 struct wined3d_gl_info *gl_info, const GLint *ctx_attribs)
309{
310 HGLRC new_ctx;
311
312 if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
313 return;
314
315 if (!(new_ctx = gl_info->p_wglCreateContextAttribsARB(fake_gl_ctx->dc, NULL, ctx_attribs)))
316 {
317 ERR("Failed to create a context using wglCreateContextAttribsARB(), last error %#x.\n", GetLastError());
318 gl_info->p_wglCreateContextAttribsARB = NULL;
319 return;
320 }
321
322 if (!wglMakeCurrent(fake_gl_ctx->dc, new_ctx))
323 {
324 ERR("Failed to make new context current, last error %#x.\n", GetLastError());
325 if (!wglDeleteContext(new_ctx))
326 ERR("Failed to delete new context, last error %#x.\n", GetLastError());
327 gl_info->p_wglCreateContextAttribsARB = NULL;
328 return;
329 }
330
331 if (!wglDeleteContext(fake_gl_ctx->gl_ctx))
332 ERR("Failed to delete old context, last error %#x.\n", GetLastError());
333 fake_gl_ctx->gl_ctx = new_ctx;
334}
335
336/* Do not call while under the GL lock. */
337#ifdef VBOX
338static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx, struct VBOXUHGSMI *pHgsmi)
339#else
340static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
341#endif
342{
343 PIXELFORMATDESCRIPTOR pfd;
344 int iPixelFormat;
345
346 TRACE("getting context...\n");
347
348 ctx->restore_dc = wglGetCurrentDC();
349 ctx->restore_gl_ctx = wglGetCurrentContext();
350
351 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
352 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
353 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
354 if (!ctx->wnd)
355 {
356 ERR("Failed to create a window.\n");
357 goto fail;
358 }
359
360 ctx->dc = GetDC(ctx->wnd);
361 if (!ctx->dc)
362 {
363 ERR("Failed to get a DC.\n");
364 goto fail;
365 }
366
367 /* PixelFormat selection */
368 ZeroMemory(&pfd, sizeof(pfd));
369 pfd.nSize = sizeof(pfd);
370 pfd.nVersion = 1;
371 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
372 pfd.iPixelType = PFD_TYPE_RGBA;
373 pfd.cColorBits = 32;
374 pfd.iLayerType = PFD_MAIN_PLANE;
375
376 if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
377 {
378 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
379 ERR("Failed to find a suitable pixel format.\n");
380 goto fail;
381 }
382 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
383 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
384
385 /* Create a GL context. */
386#ifdef VBOX
387 if (!(ctx->gl_ctx = pVBoxCreateContext(ctx->dc, pHgsmi)))
388#else
389 if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
390#endif
391 {
392 WARN("Failed to create default context for capabilities initialization.\n");
393 goto fail;
394 }
395
396 /* Make it the current GL context. */
397 if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
398 {
399 ERR("Failed to make fake GL context current.\n");
400 goto fail;
401 }
402
403 return TRUE;
404
405fail:
406 if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
407 ctx->gl_ctx = NULL;
408 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
409 ctx->dc = NULL;
410 if (ctx->wnd) DestroyWindow(ctx->wnd);
411 ctx->wnd = NULL;
412 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
413 ERR("Failed to restore previous GL context.\n");
414
415 return FALSE;
416}
417
418/* Adjust the amount of used texture memory */
419#ifndef VBOX_WITH_WDDM
420unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
421{
422 adapter->UsedTextureRam += amount;
423 TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
424 return adapter->UsedTextureRam;
425}
426#endif
427
428static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
429{
430 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
431 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
432}
433
434ULONG CDECL wined3d_incref(struct wined3d *wined3d)
435{
436 ULONG refcount = InterlockedIncrement(&wined3d->ref);
437
438 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
439
440 return refcount;
441}
442
443ULONG CDECL wined3d_decref(struct wined3d *wined3d)
444{
445 ULONG refcount = InterlockedDecrement(&wined3d->ref);
446
447 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
448
449 if (!refcount)
450 {
451 unsigned int i;
452
453 for (i = 0; i < wined3d->adapter_count; ++i)
454 {
455 wined3d_adapter_cleanup(&wined3d->adapters[i]);
456 }
457 HeapFree(GetProcessHeap(), 0, wined3d);
458
459#ifdef VBOX_WITH_WDDM
460 VBoxExtCheckTerm();
461#endif
462 }
463
464 return refcount;
465}
466
467/* Context activation is done by the caller. */
468static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
469{
470 GLuint prog;
471 BOOL ret = FALSE;
472 const char *testcode =
473 "!!ARBvp1.0\n"
474 "PARAM C[66] = { program.env[0..65] };\n"
475 "ADDRESS A0;"
476 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
477 "ARL A0.x, zero.x;\n"
478 "MOV result.position, C[A0.x + 65];\n"
479 "END\n";
480
481 while (gl_info->gl_ops.gl.p_glGetError());
482 GL_EXTCALL(glGenProgramsARB(1, &prog));
483 if(!prog) {
484 ERR("Failed to create an ARB offset limit test program\n");
485 }
486 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
487 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
488 strlen(testcode), testcode));
489 if (gl_info->gl_ops.gl.p_glGetError())
490 {
491 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
492 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
493 ret = TRUE;
494 } else TRACE("OpenGL implementation allows offsets > 63\n");
495
496 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
497 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
498 checkGLcall("ARB vp offset limit test cleanup");
499
500 return ret;
501}
502
503static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
504 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
505{
506 if (card_vendor != HW_VENDOR_AMD) return FALSE;
507 if (device == CARD_AMD_RADEON_9500) return TRUE;
508 if (device == CARD_AMD_RADEON_X700) return TRUE;
509 if (device == CARD_AMD_RADEON_X1600) return TRUE;
510 return FALSE;
511}
512
513static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
514 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
515{
516 if (card_vendor == HW_VENDOR_NVIDIA)
517 {
518 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
519 device == CARD_NVIDIA_GEFORCEFX_5600 ||
520 device == CARD_NVIDIA_GEFORCEFX_5800)
521 {
522 return TRUE;
523 }
524 }
525 return FALSE;
526}
527
528static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
529 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
530{
531 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
532 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
533 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
534 *
535 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
536 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
537 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
538 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
539 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
540 * the chance that other implementations support them is rather small since Win32 QuickTime uses
541 * DirectDraw, not OpenGL.
542 *
543 * This test has been moved into wined3d_guess_gl_vendor()
544 */
545 if (gl_vendor == GL_VENDOR_APPLE)
546 {
547 return TRUE;
548 }
549 return FALSE;
550}
551
552/* Context activation is done by the caller. */
553static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
554{
555 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
556 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
557 * all the texture. This function detects this bug by its symptom and disables PBOs
558 * if the test fails.
559 *
560 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
561 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
562 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
563 * read back is compared to the original. If they are equal PBOs are assumed to work,
564 * otherwise the PBO extension is disabled. */
565 GLuint texture, pbo;
566 static const unsigned int pattern[] =
567 {
568 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
569 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
570 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
571 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
572 };
573 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
574
575 /* No PBO -> No point in testing them. */
576 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
577
578 while (gl_info->gl_ops.gl.p_glGetError());
579 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
580 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
581
582 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
583 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
584 checkGLcall("Specifying the PBO test texture");
585
586 GL_EXTCALL(glGenBuffersARB(1, &pbo));
587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
588 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
589 checkGLcall("Specifying the PBO test pbo");
590
591 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
592 checkGLcall("Loading the PBO test texture");
593
594 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
595
596 gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
597
598 memset(check, 0, sizeof(check));
599
600 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
601 checkGLcall("Reading back the PBO test texture");
602
603 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
604 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
605 checkGLcall("PBO test cleanup");
606
607 if (memcmp(check, pattern, sizeof(check)))
608 {
609 WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
610 "Disabling PBOs. This may result in slower performance.\n");
611 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
612 }
613 else
614 {
615 TRACE("PBO test successful.\n");
616 }
617}
618
619static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621{
622 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
623}
624
625static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
627{
628 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
629 if (card_vendor != HW_VENDOR_AMD) return FALSE;
630 if (device == CARD_AMD_RADEON_X1600) return FALSE;
631 return TRUE;
632}
633
634static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
635 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
636{
637 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
638 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
639 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
640 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
641 * hardcoded
642 *
643 * dx10 cards usually have 64 varyings */
644 return gl_info->limits.glsl_varyings > 44;
645}
646
647static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
648 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
649{
650 return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
651}
652
653/* A GL context is provided by the caller */
654static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
655 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
656{
657 GLenum error;
658 DWORD data[16];
659
660 if (!gl_info->supported[EXT_SECONDARY_COLOR])
661 return FALSE;
662
663 while (gl_info->gl_ops.gl.p_glGetError());
664 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
665 error = gl_info->gl_ops.gl.p_glGetError();
666
667 if (error == GL_NO_ERROR)
668 {
669 TRACE("GL Implementation accepts 4 component specular color pointers\n");
670 return TRUE;
671 }
672 else
673 {
674 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
675 debug_glerror(error));
676 return FALSE;
677 }
678}
679
680/* A GL context is provided by the caller */
681static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
682 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683{
684 GLuint prog;
685 BOOL ret = FALSE;
686 GLint pos;
687 const char *testcode =
688 "!!ARBvp1.0\n"
689 "OPTION NV_vertex_program2;\n"
690 "MOV result.clip[0], 0.0;\n"
691 "MOV result.position, 0.0;\n"
692 "END\n";
693
694 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
695
696 while (gl_info->gl_ops.gl.p_glGetError());
697
698 GL_EXTCALL(glGenProgramsARB(1, &prog));
699 if(!prog)
700 {
701 ERR("Failed to create the NVvp clip test program\n");
702 return FALSE;
703 }
704 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
705 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
706 strlen(testcode), testcode));
707 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
708 if(pos != -1)
709 {
710 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
711 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
712 ret = TRUE;
713 while (gl_info->gl_ops.gl.p_glGetError());
714 }
715 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
716
717 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
718 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
719 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
720
721 return ret;
722}
723
724/* Context activation is done by the caller. */
725static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
726 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
727{
728 char data[4 * 4 * 4];
729 GLuint tex, fbo;
730 GLenum status;
731
732 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
733
734 memset(data, 0xcc, sizeof(data));
735
736 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
737 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
738 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
739 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
740 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
741 checkGLcall("glTexImage2D");
742
743 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
744 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
745 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
746 checkGLcall("glFramebufferTexture2D");
747
748 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
749 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
750 checkGLcall("glCheckFramebufferStatus");
751
752 memset(data, 0x11, sizeof(data));
753 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
754 checkGLcall("glTexSubImage2D");
755
756 gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
757 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
758 checkGLcall("glClear");
759
760 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
761 checkGLcall("glGetTexImage");
762
763 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
764 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
765 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
766 checkGLcall("glBindTexture");
767
768 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
769 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
770 checkGLcall("glDeleteTextures");
771
772 return *(DWORD *)data == 0x11111111;
773}
774
775/* Context activation is done by the caller. */
776static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
777 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
778{
779 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
780 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
781 GLuint tex;
782 GLint size;
783
784 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
785 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
786 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
787 checkGLcall("glTexImage2D");
788
789 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
790 checkGLcall("glGetTexLevelParameteriv");
791 TRACE("Real color depth is %d\n", size);
792
793 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
794 checkGLcall("glBindTexture");
795 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
796 checkGLcall("glDeleteTextures");
797
798 return size < 16;
799}
800
801static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
802 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
803{
804 return gl_vendor == GL_VENDOR_FGLRX;
805}
806
807static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
808 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
809{
810 if (card_vendor != HW_VENDOR_AMD) return FALSE;
811 if (device == CARD_AMD_RADEON_8500) return TRUE;
812 return FALSE;
813}
814
815static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
816 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
817{
818 DWORD data[4];
819 GLuint tex, fbo;
820 GLenum status;
821 float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
822 GLuint prog;
823 GLint err_pos;
824 static const char *program_code =
825 "!!ARBfp1.0\n"
826 "OPTION ARB_fog_linear;\n"
827 "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
828 "END\n";
829
830 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
831 return FALSE;
832 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
833 return FALSE;
834
835 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
836 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
837 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
838 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
839 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
840 checkGLcall("glTexImage2D");
841
842 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
843 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
844 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
845 checkGLcall("glFramebufferTexture2D");
846
847 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
848 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
849 checkGLcall("glCheckFramebufferStatus");
850
851 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
852 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
853 checkGLcall("glClear");
854 gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
855 checkGLcall("glViewport");
856
857 gl_info->gl_ops.gl.p_glEnable(GL_FOG);
858 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
859 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
860 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
861 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
862 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
863 checkGLcall("fog setup");
864
865 GL_EXTCALL(glGenProgramsARB(1, &prog));
866 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
867 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
868 strlen(program_code), program_code));
869 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
870 checkGLcall("Test fragment program setup");
871
872 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
873 if (err_pos != -1)
874 {
875 const char *error_str;
876 error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
877 FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
878 }
879
880 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
881 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
882 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
883 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
884 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
885 gl_info->gl_ops.gl.p_glEnd();
886 checkGLcall("ARBfp fog test draw");
887
888 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
889 checkGLcall("glGetTexImage");
890 data[0] &= 0x00ffffff;
891 data[1] &= 0x00ffffff;
892 data[2] &= 0x00ffffff;
893 data[3] &= 0x00ffffff;
894
895 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
896 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
897
898 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
899 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
900 gl_info->gl_ops.gl.p_glDisable(GL_FOG);
901 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
902 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
903 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
904 checkGLcall("ARBfp fog test teardown");
905
906 TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
907 return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
908}
909
910static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
911{
912 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
913 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
914 * allow 48 different offsets or other helper immediate values. */
915 TRACE("Reserving 12 GLSL constants for compiler private use.\n");
916 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
917}
918
919static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
920{
921 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
922 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
923 * If real NP2 textures are used, the driver falls back to software. We could just remove the
924 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
925 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
926 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
927 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
928 *
929 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
930 * has this extension promoted to core. The extension loading code sets this extension supported
931 * due to that, so this code works on fglrx as well. */
932 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
933 {
934 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
935 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
936 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
937 }
938}
939
940static void quirk_no_np2(struct wined3d_gl_info *gl_info)
941{
942 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
943 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
944 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
945 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
946 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
947 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
948 *
949 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
950 * triggering the software fallback. There is not much we can do here apart from disabling the
951 * software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
952 * in wined3d_adapter_init_gl_caps).
953 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
954 * post-processing effects in the game "Max Payne 2").
955 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
956 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
957 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
958 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
959}
960
961static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
962{
963 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
964 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
965 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
966 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
967 * according to the spec.
968 *
969 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
970 * makes the shader slower and eats instruction slots which should be available to the d3d app.
971 *
972 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
973 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
974 * this workaround is activated on cards that do not need it, it won't break things, just affect
975 * performance negatively. */
976 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
977 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
978}
979
980static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
981{
982 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
983}
984
985static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
986{
987 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
988}
989
990static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
991{
992 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
993}
994
995static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
996{
997 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
998}
999
1000static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
1001{
1002 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
1003}
1004
1005static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
1006{
1007 gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
1008}
1009
1010static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
1011{
1012 /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
1013 selected texture formats. They are apparently the only DX9 class GPUs
1014 supporting VTF.
1015 Also, DX9-era GPUs are somewhat limited with float textures
1016 filtering and blending. */
1017 gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
1018}
1019
1020static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
1021{
1022 /* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on)
1023 * loads some fog parameters (start, end, exponent, but not the color) into the
1024 * program.
1025 *
1026 * Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0,
1027 * and it is the responsibility of the vertex pipeline to handle non-linear fog and
1028 * linear fog with start and end other than 0.0 and 1.0. */
1029 TRACE("Reserving 1 ARB constant for compiler private use.\n");
1030 gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
1031}
1032
1033static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
1034{
1035 gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
1036}
1037
1038#ifdef VBOX_WITH_WINE_FIX_QUIRKS
1039static BOOL match_ati_hd4800(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1040 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1041{
1042 if (card_vendor != HW_VENDOR_AMD) return FALSE;
1043 if (device == CARD_AMD_RADEON_HD4800) return TRUE;
1044 return FALSE;
1045}
1046
1047static void quirk_fullsize_blit(struct wined3d_gl_info *gl_info)
1048{
1049 gl_info->quirks |= WINED3D_QUIRK_FULLSIZE_BLIT;
1050}
1051
1052#ifdef VBOX_WITH_WDDM
1053# if 0
1054static BOOL match_mesa_nvidia(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1055 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1056{
1057 if (card_vendor != HW_VENDOR_NVIDIA) return FALSE;
1058 if (gl_vendor != GL_VENDOR_MESA) return FALSE;
1059 return TRUE;
1060}
1061
1062static void quirk_no_shader_3(struct wined3d_gl_info *gl_info)
1063{
1064 int vs_selected_mode, ps_selected_mode;
1065 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1066 if (vs_selected_mode != SHADER_GLSL && ps_selected_mode != SHADER_GLSL)
1067 return;
1068
1069 gl_info->quirks |= WINED3D_QUIRK_NO_SHADER_V3;
1070}
1071# endif
1072#endif
1073
1074static BOOL match_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1075 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1076{
1077 if (card_vendor == HW_VENDOR_INTEL) return TRUE;
1078 if (gl_vendor == HW_VENDOR_INTEL) return TRUE;
1079 return FALSE;
1080}
1081
1082static void quirk_force_blit(struct wined3d_gl_info *gl_info)
1083{
1084 gl_info->quirks |= WINED3D_QUIRK_FORCE_BLIT;
1085}
1086#endif
1087
1088struct driver_quirk
1089{
1090 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1091 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
1092 void (*apply)(struct wined3d_gl_info *gl_info);
1093 const char *description;
1094};
1095
1096static const struct driver_quirk quirk_table[] =
1097{
1098 {
1099 match_amd_r300_to_500,
1100 quirk_amd_dx9,
1101 "AMD normalized texrect quirk"
1102 },
1103 {
1104 match_apple,
1105 quirk_apple_glsl_constants,
1106 "Apple GLSL uniform override"
1107 },
1108 {
1109 match_geforce5,
1110 quirk_no_np2,
1111 "Geforce 5 NP2 disable"
1112 },
1113 {
1114 match_apple_intel,
1115 quirk_texcoord_w,
1116 "Init texcoord .w for Apple Intel GPU driver"
1117 },
1118 {
1119 match_apple_nonr500ati,
1120 quirk_texcoord_w,
1121 "Init texcoord .w for Apple ATI >= r600 GPU driver"
1122 },
1123 {
1124 match_dx10_capable,
1125 quirk_clip_varying,
1126 "Reserved varying for gl_ClipPos"
1127 },
1128 {
1129 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
1130 * GL implementations accept it. The Mac GL is the only implementation known to
1131 * reject it.
1132 *
1133 * If we can pass 4 component specular colors, do it, because (a) we don't have
1134 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
1135 * passes specular alpha to the pixel shader if any is used. Otherwise the
1136 * specular alpha is used to pass the fog coordinate, which we pass to opengl
1137 * via GL_EXT_fog_coord.
1138 */
1139 match_allows_spec_alpha,
1140 quirk_allows_specular_alpha,
1141 "Allow specular alpha quirk"
1142 },
1143 {
1144 match_broken_nv_clip,
1145 quirk_disable_nvvp_clip,
1146 "Apple NV_vertex_program clip bug quirk"
1147 },
1148 {
1149 match_fbo_tex_update,
1150 quirk_fbo_tex_update,
1151 "FBO rebind for attachment updates"
1152 },
1153 {
1154 match_broken_rgba16,
1155 quirk_broken_rgba16,
1156 "True RGBA16 is not available"
1157 },
1158 {
1159 match_fglrx,
1160 quirk_infolog_spam,
1161 "Not printing GLSL infolog"
1162 },
1163 {
1164 match_not_dx10_capable,
1165 quirk_limited_tex_filtering,
1166 "Texture filtering, blending and VTF support is limited"
1167 },
1168 {
1169 match_r200,
1170 quirk_r200_constants,
1171 "r200 vertex shader constants"
1172 },
1173 {
1174 match_broken_arb_fog,
1175 quirk_broken_arb_fog,
1176 "ARBfp fogstart == fogend workaround"
1177 },
1178#ifdef VBOX_WITH_WINE_FIX_QUIRKS
1179 {
1180 match_ati_hd4800,
1181 quirk_fullsize_blit,
1182 "Fullsize blit"
1183 },
1184#if 0 //def VBOX_WITH_WDDM
1185 {
1186 match_mesa_nvidia,
1187 quirk_no_shader_3,
1188 "disable shader 3 support"
1189 },
1190#endif
1191 {
1192 match_intel,
1193 quirk_force_blit,
1194 "force framebuffer blit when possible"
1195 }
1196#endif
1197};
1198
1199/* Certain applications (Steam) complain if we report an outdated driver version. In general,
1200 * reporting a driver version is moot because we are not the Windows driver, and we have different
1201 * bugs, features, etc.
1202 *
1203 * The driver version has the form "x.y.z.w".
1204 *
1205 * "x" is the Windows version the driver is meant for:
1206 * 4 -> 95/98/NT4
1207 * 5 -> 2000
1208 * 6 -> 2000/XP
1209 * 7 -> Vista
1210 * 8 -> Win 7
1211 *
1212 * "y" is the maximum Direct3D version the driver supports.
1213 * y -> d3d version mapping:
1214 * 11 -> d3d6
1215 * 12 -> d3d7
1216 * 13 -> d3d8
1217 * 14 -> d3d9
1218 * 15 -> d3d10
1219 * 16 -> d3d10.1
1220 * 17 -> d3d11
1221 *
1222 * "z" is the subversion number.
1223 *
1224 * "w" is the vendor specific driver build number.
1225 */
1226
1227struct driver_version_information
1228{
1229 enum wined3d_display_driver driver;
1230 enum wined3d_driver_model driver_model;
1231 const char *driver_name; /* name of Windows driver */
1232 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
1233 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1234 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
1235};
1236
1237/* The driver version table contains driver information for different devices on several OS versions. */
1238static const struct driver_version_information driver_version_table[] =
1239{
1240 /* AMD
1241 * - Radeon HD2x00 (R600) and up supported by current drivers.
1242 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1243 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1244 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1245 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1246 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1247 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1248 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1249 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1250 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1251
1252 /* Intel
1253 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1254 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1255 * igxprd32.dll but the GMA800 driver was never updated. */
1256 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1257 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1258 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1259 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1260 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1261 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1262
1263 /* Nvidia
1264 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1265 * - GeforceFX support is up to 173.x on <= XP
1266 * - Geforce2MX/3/4 up to 96.x on <= XP
1267 * - TNT/Geforce1/2 up to 71.x on <= XP
1268 * All version numbers used below are from the Linux nvidia drivers. */
1269 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1270 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1271 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1272 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
1273 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
1274};
1275
1276struct gpu_description
1277{
1278 WORD vendor; /* reported PCI card vendor ID */
1279 WORD card; /* reported PCI card device ID */
1280 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1281 enum wined3d_display_driver driver;
1282 unsigned int vidmem;
1283};
1284
1285/* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1286 * found on a board containing a specific GPU. */
1287static const struct gpu_description gpu_description_table[] =
1288{
1289 /* Nvidia cards */
1290 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1291 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1292 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1293 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1294 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1295 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1296 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1297 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1298 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1299 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1300 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1301 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1302 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1303 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1304 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1305 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1306 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1307 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1308 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1309 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1310 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1311 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1312 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1313 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1314 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1315 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9300, "NVIDIA GeForce 9300", DRIVER_NVIDIA_GEFORCE6, 256 },
1316 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE6, 256 },
1317 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1318 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1319 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1320 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1321 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1322 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1323 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1324 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1325 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1326 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1327 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_315M, "NVIDIA GeForce 315M", DRIVER_NVIDIA_GEFORCE6, 512 },
1328 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE6, 256},
1329 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_410M, "NVIDIA GeForce 410M", DRIVER_NVIDIA_GEFORCE6, 512},
1330 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1331 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1332 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1333 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1334 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
1335 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
1336 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
1337 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
1338 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1339 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE6, 1536},
1340 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1341 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1342 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1343 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE6, 1024},
1344 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE6, 1024},
1345 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
1346 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE6, 1024},
1347 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
1348 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE6, 1024},
1349 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
1350 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
1351 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE6, 1024},
1352 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE6, 1024},
1353 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE6, 1024},
1354 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE6, 1024},
1355 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE6, 2048},
1356 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE6, 1024},
1357 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
1358 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE6, 2048},
1359 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE6, 2048},
1360 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE6, 2048},
1361 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE6, 3072},
1362 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE6, 2048},
1363 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE6, 3072},
1364
1365 /* AMD cards */
1366 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1367 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1368 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1369 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1370 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1371 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1372 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1373 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1374 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1375 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1376 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1377 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4200M, "ATI Mobility Radeon HD 4200", DRIVER_AMD_R600, 256 },
1378 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1379 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1380 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1381 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1382 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1383 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1384 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1385 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1386 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1387 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
1388 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
1389 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024},
1390 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024},
1391 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
1392 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 },
1393 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", DRIVER_AMD_R600, 1024},
1394 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1395 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1396 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7700, "AMD Radeon HD 7700 Series", DRIVER_AMD_R600, 1024},
1397 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7800, "AMD Radeon HD 7800 Series", DRIVER_AMD_R600, 2048},
1398 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048},
1399 /* Intel cards */
1400 {HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1401 {HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1402 {HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 },
1403 {HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1404 {HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1405 {HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 },
1406 {HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1407 {HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 },
1408 {HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1409 {HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 },
1410 {HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 },
1411 {HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 },
1412 {HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 },
1413 {HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
1414 {HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
1415 {HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128},
1416 {HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128},
1417 {HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128},
1418 {HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1419 {HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128},
1420 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512},
1421 {HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512},
1422 {HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512},
1423 {HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512},
1424 {HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512},
1425 {HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512},
1426 {HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) Ironlake Desktop", DRIVER_INTEL_GMA3000, 1024},
1427 {HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) Ironlake Mobile", DRIVER_INTEL_GMA3000, 1024},
1428 {HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) Sandybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
1429 {HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) Sandybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
1430 {HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) Sandybridge Server", DRIVER_INTEL_GMA3000, 1024},
1431 {HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) Ivybridge Desktop", DRIVER_INTEL_GMA3000, 1024},
1432 {HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) Ivybridge Mobile", DRIVER_INTEL_GMA3000, 1024},
1433 {HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) Ivybridge Server", DRIVER_INTEL_GMA3000, 1024},
1434};
1435
1436static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1437 enum wined3d_driver_model driver_model)
1438{
1439 unsigned int i;
1440
1441 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1442 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1443 {
1444 const struct driver_version_information *entry = &driver_version_table[i];
1445
1446 if (entry->driver == driver && entry->driver_model == driver_model)
1447 {
1448 TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
1449 entry->driver_name, entry->version, entry->subversion, entry->build);
1450 return entry;
1451 }
1452 }
1453 return NULL;
1454}
1455
1456static void init_driver_info(struct wined3d_driver_info *driver_info,
1457 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1458{
1459 OSVERSIONINFOW os_version;
1460 WORD driver_os_version;
1461 unsigned int i;
1462 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1463 enum wined3d_driver_model driver_model;
1464 const struct driver_version_information *version_info;
1465
1466 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1467 {
1468 TRACE("Overriding PCI vendor ID with 0x%04x.\n", wined3d_settings.pci_vendor_id);
1469 vendor = wined3d_settings.pci_vendor_id;
1470 }
1471 driver_info->vendor = vendor;
1472
1473 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1474 {
1475 TRACE("Overriding PCI device ID with 0x%04x.\n", wined3d_settings.pci_device_id);
1476 device = wined3d_settings.pci_device_id;
1477 }
1478 driver_info->device = device;
1479
1480 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1481 * overrides the pci ids to a card which is not in our database. */
1482 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1483
1484 memset(&os_version, 0, sizeof(os_version));
1485 os_version.dwOSVersionInfoSize = sizeof(os_version);
1486 if (!GetVersionExW(&os_version))
1487 {
1488 ERR("Failed to get OS version, reporting 2000/XP.\n");
1489 driver_os_version = 6;
1490 driver_model = DRIVER_MODEL_NT5X;
1491 }
1492 else
1493 {
1494 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1495 switch (os_version.dwMajorVersion)
1496 {
1497 case 4:
1498 /* If needed we could distinguish between 9x and NT4, but this code won't make
1499 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1500 */
1501 driver_os_version = 4;
1502 driver_model = DRIVER_MODEL_WIN9X;
1503 break;
1504
1505 case 5:
1506 driver_os_version = 6;
1507 driver_model = DRIVER_MODEL_NT5X;
1508 break;
1509
1510 case 6:
1511 if (os_version.dwMinorVersion == 0)
1512 {
1513 driver_os_version = 7;
1514 driver_model = DRIVER_MODEL_NT6X;
1515 }
1516 else if (os_version.dwMinorVersion == 1)
1517 {
1518 driver_os_version = 8;
1519 driver_model = DRIVER_MODEL_NT6X;
1520 }
1521 else
1522 {
1523 if (os_version.dwMinorVersion > 2)
1524 {
1525 FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
1526 os_version.dwMajorVersion, os_version.dwMinorVersion);
1527 }
1528 driver_os_version = 9;
1529 driver_model = DRIVER_MODEL_NT6X;
1530 }
1531 break;
1532
1533 default:
1534 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1535 os_version.dwMajorVersion, os_version.dwMinorVersion);
1536 driver_os_version = 6;
1537 driver_model = DRIVER_MODEL_NT5X;
1538 break;
1539 }
1540 }
1541
1542 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1543 * This means that unless the ids are overridden, we will always find a GPU description. */
1544 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1545 {
1546 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1547 {
1548 TRACE("Found card %04x:%04x in driver DB.\n", vendor, device);
1549
1550 driver_info->description = gpu_description_table[i].description;
1551 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1552 driver = gpu_description_table[i].driver;
1553 break;
1554 }
1555 }
1556
1557 if (wined3d_settings.emulated_textureram)
1558 {
1559 TRACE("Overriding amount of video memory with %u bytes.\n", wined3d_settings.emulated_textureram);
1560 driver_info->vidmem = wined3d_settings.emulated_textureram;
1561 }
1562
1563 /* Try to obtain driver version information for the current Windows version. This fails in
1564 * some cases:
1565 * - the gpu is not available on the currently selected OS version:
1566 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1567 * version information for the current Windows version is returned instead of faked info.
1568 * We do the same and assume the default Windows version to emulate is WinXP.
1569 *
1570 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1571 * For now return the XP driver info. Perhaps later on we should return VESA.
1572 *
1573 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1574 * This could be an indication that our database is not up to date, so this should be fixed.
1575 */
1576 version_info = get_driver_version_info(driver, driver_model);
1577 if (version_info)
1578 {
1579 driver_info->name = version_info->driver_name;
1580 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1581 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1582 }
1583 else
1584 {
1585 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1586 if (version_info)
1587 {
1588 driver_info->name = version_info->driver_name;
1589 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1590 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1591 }
1592 else
1593 {
1594 driver_info->description = "Direct3D HAL";
1595 driver_info->name = "Display";
1596 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1597 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1598
1599 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1600 vendor, device, driver_model);
1601 }
1602 }
1603
1604 TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1605 driver_info->version_high, driver_info->version_low);
1606}
1607
1608/* Context activation is done by the caller. */
1609static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1610 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1611{
1612 unsigned int i;
1613
1614 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1615 {
1616 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1617 TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1618 quirk_table[i].apply(gl_info);
1619 }
1620
1621 /* Find out if PBOs work as they are supposed to. */
1622 test_pbo_functionality(gl_info);
1623}
1624
1625static DWORD wined3d_parse_gl_version(const char *gl_version)
1626{
1627 const char *ptr = gl_version;
1628 int major, minor;
1629
1630 major = atoi(ptr);
1631 if (major <= 0)
1632 ERR("Invalid OpenGL major version %d.\n", major);
1633
1634 while (isdigit(*ptr)) ++ptr;
1635 if (*ptr++ != '.')
1636 ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
1637
1638 minor = atoi(ptr);
1639
1640 TRACE("Found OpenGL version %d.%d.\n", major, minor);
1641
1642 return MAKEDWORD_VERSION(major, minor);
1643}
1644
1645static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1646 const char *gl_vendor_string, const char *gl_renderer)
1647{
1648
1649 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1650 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1651 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1652 *
1653 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1654 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1655 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1656 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1657 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1658 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1659 * DirectDraw, not OpenGL. */
1660 if (gl_info->supported[APPLE_FENCE]
1661 && gl_info->supported[APPLE_CLIENT_STORAGE]
1662 && gl_info->supported[APPLE_YCBCR_422])
1663 return GL_VENDOR_APPLE;
1664
1665 if (strstr(gl_vendor_string, "NVIDIA"))
1666 return GL_VENDOR_NVIDIA;
1667
1668 if (strstr(gl_vendor_string, "ATI"))
1669 return GL_VENDOR_FGLRX;
1670
1671 if (strstr(gl_vendor_string, "Intel(R)")
1672 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1673 || strstr(gl_renderer, "Intel")
1674 || strstr(gl_vendor_string, "Intel Inc."))
1675 {
1676#if 0//def VBOX_WITH_WINE_FIX_QUIRKS /* check if we still need this: device detection was improved significantly with wine */
1677 if (strstr(gl_renderer, "Mesa"))
1678 return GL_VENDOR_MESA;
1679#endif
1680 return GL_VENDOR_INTEL;
1681 }
1682
1683 if (strstr(gl_vendor_string, "Mesa")
1684 || strstr(gl_vendor_string, "X.Org")
1685 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1686 || strstr(gl_vendor_string, "DRI R300 Project")
1687 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1688 || strstr(gl_vendor_string, "VMware, Inc.")
1689 || strstr(gl_renderer, "Mesa")
1690 || strstr(gl_renderer, "Gallium"))
1691 return GL_VENDOR_MESA;
1692
1693 FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1694 debugstr_a(gl_vendor_string));
1695
1696 return GL_VENDOR_UNKNOWN;
1697}
1698
1699static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1700{
1701 if (strstr(gl_vendor_string, "NVIDIA")
1702 || strstr(gl_vendor_string, "Nouveau")
1703 || strstr(gl_vendor_string, "nouveau"))
1704 return HW_VENDOR_NVIDIA;
1705
1706 if (strstr(gl_vendor_string, "ATI")
1707 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1708 || strstr(gl_vendor_string, "X.Org R300 Project")
1709 || strstr(gl_renderer, "AMD")
1710 || strstr(gl_renderer, "R100")
1711 || strstr(gl_renderer, "R200")
1712 || strstr(gl_renderer, "R300")
1713 || strstr(gl_renderer, "R600")
1714 || strstr(gl_renderer, "R700"))
1715 return HW_VENDOR_AMD;
1716
1717 if (strstr(gl_vendor_string, "Intel(R)")
1718 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1719 || strstr(gl_renderer, "Intel")
1720 || strstr(gl_renderer, "i915")
1721 || strstr(gl_vendor_string, "Intel Inc."))
1722 return HW_VENDOR_INTEL;
1723
1724 if (strstr(gl_vendor_string, "Mesa")
1725 || strstr(gl_vendor_string, "Brian Paul")
1726 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1727 || strstr(gl_vendor_string, "VMware, Inc."))
1728 return HW_VENDOR_SOFTWARE;
1729
1730 FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1731
1732 return HW_VENDOR_NVIDIA;
1733}
1734
1735static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1736{
1737 UINT level = 0;
1738
1739 if (gl_info->supported[ARB_MULTITEXTURE])
1740 level = 6;
1741 if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1742 && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1743 && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1744 level = 7;
1745 if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1746 && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1747 level = 8;
1748 if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1749 && gl_info->supported[ARB_VERTEX_SHADER])
1750 level = 9;
1751 if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1752 level = 10;
1753
1754 return level;
1755}
1756
1757static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1758 const char *gl_renderer)
1759{
1760 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1761 unsigned int i;
1762
1763#ifndef VBOX_WITH_WDDM
1764 if (d3d_level >= 10)
1765#endif
1766 {
1767 static const struct
1768 {
1769 const char *renderer;
1770 enum wined3d_pci_device id;
1771 }
1772 cards[] =
1773 {
1774 {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
1775 {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
1776 {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
1777 {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
1778 {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
1779 {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
1780 {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
1781 {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
1782 {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
1783 {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
1784 {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
1785 {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
1786 {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
1787 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1788 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1789 {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
1790 {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1791 {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
1792 {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
1793 {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
1794 {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
1795 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1796 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1797 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1798 {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
1799 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1800 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1801 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1802 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1803 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1804 {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
1805 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1806 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1807 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1808 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1809 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1810 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1811 {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
1812 {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
1813 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1814 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1815 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1816 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1817 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1818 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1819 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1820 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1821 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1822 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1823 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1824 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1825 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1826 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1827 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1828 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1829 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1830 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1831 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1832 {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
1833 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1834 {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
1835 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1836 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1837 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1838 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1839 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1840 {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1841 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1842 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1843 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1844 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1845 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1846 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1847 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1848 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1849 };
1850
1851 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1852 {
1853 if (strstr(gl_renderer, cards[i].renderer))
1854 return cards[i].id;
1855 }
1856
1857 return PCI_DEVICE_NONE;
1858 }
1859
1860 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1861 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1862 */
1863 if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1864 {
1865 static const struct
1866 {
1867 const char *renderer;
1868 enum wined3d_pci_device id;
1869 }
1870 cards[] =
1871 {
1872 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1873 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1874 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1875 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1876 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1877 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1878 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1879 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1880 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1881 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1882 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1883 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1884 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1885 };
1886
1887 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1888 {
1889 if (strstr(gl_renderer, cards[i].renderer))
1890 return cards[i].id;
1891 }
1892
1893 return PCI_DEVICE_NONE;
1894 }
1895
1896 if (d3d_level >= 9)
1897 {
1898 /* GeforceFX - highend */
1899 if (strstr(gl_renderer, "5800")
1900 || strstr(gl_renderer, "5900")
1901 || strstr(gl_renderer, "5950")
1902 || strstr(gl_renderer, "Quadro FX"))
1903 {
1904 return CARD_NVIDIA_GEFORCEFX_5800;
1905 }
1906
1907 /* GeforceFX - midend */
1908 if (strstr(gl_renderer, "5600")
1909 || strstr(gl_renderer, "5650")
1910 || strstr(gl_renderer, "5700")
1911 || strstr(gl_renderer, "5750"))
1912 {
1913 return CARD_NVIDIA_GEFORCEFX_5600;
1914 }
1915
1916 /* GeforceFX - lowend */
1917 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1918 }
1919
1920 if (d3d_level >= 8)
1921 {
1922 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1923 {
1924 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1925 }
1926
1927 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1928 }
1929
1930 if (d3d_level >= 7)
1931 {
1932 if (strstr(gl_renderer, "GeForce4 MX"))
1933 {
1934 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1935 }
1936
1937 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1938 {
1939 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1940 }
1941
1942 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1943 {
1944 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1945 }
1946
1947 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1948 }
1949
1950 if (strstr(gl_renderer, "TNT2"))
1951 {
1952 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1953 }
1954
1955 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1956}
1957
1958static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1959 const char *gl_renderer)
1960{
1961 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1962
1963 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1964 *
1965 * Beware: renderer string do not match exact card model,
1966 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1967#ifndef VBOX_WITH_WDDM
1968 if (d3d_level >= 10)
1969#endif
1970 {
1971 unsigned int i;
1972
1973 static const struct
1974 {
1975 const char *renderer;
1976 enum wined3d_pci_device id;
1977 }
1978 cards[] =
1979 {
1980 /* Southern Islands */
1981 {"HD 7900", CARD_AMD_RADEON_HD7900},
1982 {"HD 7800", CARD_AMD_RADEON_HD7800},
1983 {"HD 7700", CARD_AMD_RADEON_HD7700},
1984 /* Northern Islands */
1985 {"HD 6970", CARD_AMD_RADEON_HD6900},
1986 {"HD 6900", CARD_AMD_RADEON_HD6900},
1987 {"HD 6800", CARD_AMD_RADEON_HD6800},
1988 {"HD 6770M",CARD_AMD_RADEON_HD6600M},
1989 {"HD 6750M",CARD_AMD_RADEON_HD6600M},
1990 {"HD 6700", CARD_AMD_RADEON_HD6700},
1991 {"HD 6670", CARD_AMD_RADEON_HD6600},
1992 {"HD 6630M",CARD_AMD_RADEON_HD6600M},
1993 {"HD 6600M",CARD_AMD_RADEON_HD6600M},
1994 {"HD 6600", CARD_AMD_RADEON_HD6600},
1995 {"HD 6570", CARD_AMD_RADEON_HD6600},
1996 {"HD 6500M",CARD_AMD_RADEON_HD6600M},
1997 {"HD 6500", CARD_AMD_RADEON_HD6600},
1998 {"HD 6400", CARD_AMD_RADEON_HD6400},
1999 {"HD 6300", CARD_AMD_RADEON_HD6300},
2000 {"HD 6200", CARD_AMD_RADEON_HD6300},
2001 /* Evergreen */
2002 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
2003 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
2004 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
2005 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
2006 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
2007 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
2008 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
2009 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
2010 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
2011 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
2012 {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
2013 /* R700 */
2014 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
2015 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
2016 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
2017 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
2018 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
2019 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
2020 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
2021 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
2022 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
2023 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
2024 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
2025 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
2026 /* R600/R700 integrated */
2027 {"HD 4200M", CARD_AMD_RADEON_HD4200M},
2028 {"HD 3300", CARD_AMD_RADEON_HD3200},
2029 {"HD 3200", CARD_AMD_RADEON_HD3200},
2030 {"HD 3100", CARD_AMD_RADEON_HD3200},
2031 /* R600 */
2032 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
2033 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
2034 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
2035 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
2036 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
2037 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
2038 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
2039 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
2040 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
2041 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
2042 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
2043 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
2044 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
2045 };
2046
2047 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2048 {
2049 if (strstr(gl_renderer, cards[i].renderer))
2050 return cards[i].id;
2051 }
2052
2053 return PCI_DEVICE_NONE;
2054 }
2055
2056 if (d3d_level >= 9)
2057 {
2058 /* Radeon R5xx */
2059 if (strstr(gl_renderer, "X1600")
2060 || strstr(gl_renderer, "X1650")
2061 || strstr(gl_renderer, "X1800")
2062 || strstr(gl_renderer, "X1900")
2063 || strstr(gl_renderer, "X1950"))
2064 {
2065 return CARD_AMD_RADEON_X1600;
2066 }
2067
2068 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
2069 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
2070 if (strstr(gl_renderer, "X700")
2071 || strstr(gl_renderer, "X800")
2072 || strstr(gl_renderer, "X850")
2073 || strstr(gl_renderer, "X1300")
2074 || strstr(gl_renderer, "X1400")
2075 || strstr(gl_renderer, "X1450")
2076 || strstr(gl_renderer, "X1550")
2077 || strstr(gl_renderer, "X2300")
2078 || strstr(gl_renderer, "X2500")
2079 || strstr(gl_renderer, "HD 2300")
2080 )
2081 {
2082 return CARD_AMD_RADEON_X700;
2083 }
2084
2085 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
2086 if (strstr(gl_renderer, "Radeon Xpress"))
2087 {
2088 return CARD_AMD_RADEON_XPRESS_200M;
2089 }
2090 }
2091
2092 return PCI_DEVICE_NONE;
2093}
2094
2095static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
2096 const char *gl_renderer)
2097{
2098 unsigned int i;
2099
2100 static const struct
2101 {
2102 const char *renderer;
2103 enum wined3d_pci_device id;
2104 }
2105 cards[] =
2106 {
2107 /* Ivybridge */
2108 {"Ivybridge Server", CARD_INTEL_IVBS},
2109 {"Ivybridge Mobile", CARD_INTEL_IVBM},
2110 {"Ivybridge Desktop", CARD_INTEL_IVBD},
2111 /* Sandybridge */
2112 {"Sandybridge Server", CARD_INTEL_SNBS},
2113 {"Sandybridge Mobile", CARD_INTEL_SNBM},
2114 {"Sandybridge Desktop", CARD_INTEL_SNBD},
2115 /* Ironlake */
2116 {"Ironlake Mobile", CARD_INTEL_ILKM},
2117 {"Ironlake Desktop", CARD_INTEL_ILKD},
2118 /* G4x */
2119 {"B43", CARD_INTEL_B43},
2120 {"G41", CARD_INTEL_G41},
2121 {"G45", CARD_INTEL_G45},
2122 {"Q45", CARD_INTEL_Q45},
2123 {"Integrated Graphics Device", CARD_INTEL_IGD},
2124 {"GM45", CARD_INTEL_GM45},
2125 /* i965 */
2126 {"965GME", CARD_INTEL_965GME},
2127 {"965GM", CARD_INTEL_965GM},
2128 {"X3100", CARD_INTEL_965GM}, /* MacOS */
2129 {"946GZ", CARD_INTEL_946GZ},
2130 {"965G", CARD_INTEL_965G},
2131 {"965Q", CARD_INTEL_965Q},
2132 /* i945 */
2133 {"Pineview M", CARD_INTEL_PNVM},
2134 {"Pineview G", CARD_INTEL_PNVG},
2135 {"IGD", CARD_INTEL_PNVG},
2136 {"Q33", CARD_INTEL_Q33},
2137 {"G33", CARD_INTEL_G33},
2138 {"Q35", CARD_INTEL_Q35},
2139 {"945GME", CARD_INTEL_945GME},
2140 {"945GM", CARD_INTEL_945GM},
2141 {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
2142 {"945G", CARD_INTEL_945G},
2143 /* i915 */
2144 {"915GM", CARD_INTEL_915GM},
2145 {"E7221G", CARD_INTEL_E7221G},
2146 {"915G", CARD_INTEL_915G},
2147 /* i8xx */
2148 {"865G", CARD_INTEL_865G},
2149 {"845G", CARD_INTEL_845G},
2150 {"855GM", CARD_INTEL_855GM},
2151 {"830M", CARD_INTEL_830M},
2152#ifdef VBOX_WITH_WINE_FIX_QUIRKS
2153 {"HD Graphics", CARD_INTEL_SNBM},
2154#endif
2155 };
2156
2157 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2158 {
2159 if (strstr(gl_renderer, cards[i].renderer))
2160 return cards[i].id;
2161 }
2162
2163 return PCI_DEVICE_NONE;
2164}
2165
2166static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
2167 const char *gl_renderer)
2168{
2169 unsigned int i;
2170
2171 /* 20101109 - These are never returned by current Gallium radeon
2172 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
2173 *
2174 * These are returned but not handled: RC410, RV380. */
2175 static const struct
2176 {
2177 const char *renderer;
2178 enum wined3d_pci_device id;
2179 }
2180 cards[] =
2181 {
2182 /* Southern Islands */
2183 {"TAHITI", CARD_AMD_RADEON_HD7900},
2184 {"PITCAIRN", CARD_AMD_RADEON_HD7800},
2185 {"CAPE VERDE", CARD_AMD_RADEON_HD7700},
2186 /* Northern Islands */
2187 {"CAYMAN", CARD_AMD_RADEON_HD6900},
2188 {"BARTS", CARD_AMD_RADEON_HD6800},
2189 {"TURKS", CARD_AMD_RADEON_HD6600},
2190 {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
2191 {"SUMO", CARD_AMD_RADEON_HD6550D},
2192 {"CAICOS", CARD_AMD_RADEON_HD6400},
2193 {"PALM", CARD_AMD_RADEON_HD6300},
2194 /* Evergreen */
2195 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
2196 {"CYPRESS", CARD_AMD_RADEON_HD5800},
2197 {"JUNIPER", CARD_AMD_RADEON_HD5700},
2198 {"REDWOOD", CARD_AMD_RADEON_HD5600},
2199 {"CEDAR", CARD_AMD_RADEON_HD5400},
2200 /* R700 */
2201 {"R700", CARD_AMD_RADEON_HD4800},
2202 {"RV790", CARD_AMD_RADEON_HD4800},
2203 {"RV770", CARD_AMD_RADEON_HD4800},
2204 {"RV740", CARD_AMD_RADEON_HD4700},
2205 {"RV730", CARD_AMD_RADEON_HD4600},
2206 {"RV710", CARD_AMD_RADEON_HD4350},
2207 /* R600/R700 integrated */
2208 {"RS880", CARD_AMD_RADEON_HD4200M},
2209 {"RS780", CARD_AMD_RADEON_HD3200},
2210 /* R600 */
2211 {"R680", CARD_AMD_RADEON_HD2900},
2212 {"R600", CARD_AMD_RADEON_HD2900},
2213 {"RV670", CARD_AMD_RADEON_HD2900},
2214 {"RV635", CARD_AMD_RADEON_HD2600},
2215 {"RV630", CARD_AMD_RADEON_HD2600},
2216 {"RV620", CARD_AMD_RADEON_HD2350},
2217 {"RV610", CARD_AMD_RADEON_HD2350},
2218 /* R500 */
2219 {"R580", CARD_AMD_RADEON_X1600},
2220 {"R520", CARD_AMD_RADEON_X1600},
2221 {"RV570", CARD_AMD_RADEON_X1600},
2222 {"RV560", CARD_AMD_RADEON_X1600},
2223 {"RV535", CARD_AMD_RADEON_X1600},
2224 {"RV530", CARD_AMD_RADEON_X1600},
2225 {"RV516", CARD_AMD_RADEON_X700},
2226 {"RV515", CARD_AMD_RADEON_X700},
2227 /* R400 */
2228 {"R481", CARD_AMD_RADEON_X700},
2229 {"R480", CARD_AMD_RADEON_X700},
2230 {"R430", CARD_AMD_RADEON_X700},
2231 {"R423", CARD_AMD_RADEON_X700},
2232 {"R420", CARD_AMD_RADEON_X700},
2233 {"R410", CARD_AMD_RADEON_X700},
2234 {"RV410", CARD_AMD_RADEON_X700},
2235 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
2236 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
2237 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
2238 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
2239 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
2240 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
2241 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
2242 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
2243 /* R300 */
2244 {"R360", CARD_AMD_RADEON_9500},
2245 {"R350", CARD_AMD_RADEON_9500},
2246 {"R300", CARD_AMD_RADEON_9500},
2247 {"RV370", CARD_AMD_RADEON_9500},
2248 {"RV360", CARD_AMD_RADEON_9500},
2249 {"RV351", CARD_AMD_RADEON_9500},
2250 {"RV350", CARD_AMD_RADEON_9500},
2251 };
2252
2253 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2254 {
2255 if (strstr(gl_renderer, cards[i].renderer))
2256 return cards[i].id;
2257 }
2258
2259 return PCI_DEVICE_NONE;
2260}
2261
2262static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2263 const char *gl_renderer)
2264{
2265 unsigned int i;
2266
2267 static const struct
2268 {
2269 const char *renderer;
2270 enum wined3d_pci_device id;
2271 }
2272 cards[] =
2273 {
2274 /* Kepler */
2275 {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
2276 {"NVE4", CARD_NVIDIA_GEFORCE_GTX680},
2277 /* Fermi */
2278 {"NVD9", CARD_NVIDIA_GEFORCE_GT520},
2279 {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
2280 {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
2281 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
2282 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
2283 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
2284 {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
2285 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
2286 /* Tesla */
2287 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
2288 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
2289 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
2290 {"NVA8", CARD_NVIDIA_GEFORCE_210},
2291 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
2292 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
2293 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
2294 {"NV98", CARD_NVIDIA_GEFORCE_9200},
2295 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
2296 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
2297 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
2298 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
2299 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
2300 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
2301 /* Curie */
2302 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
2303 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
2304 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
2305 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
2306 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
2307 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
2308 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
2309 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
2310 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
2311 {"NV46", CARD_NVIDIA_GEFORCE_7400},
2312 {"NV45", CARD_NVIDIA_GEFORCE_6800},
2313 {"NV44", CARD_NVIDIA_GEFORCE_6200},
2314 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
2315 {"NV42", CARD_NVIDIA_GEFORCE_6800},
2316 {"NV41", CARD_NVIDIA_GEFORCE_6800},
2317 {"NV40", CARD_NVIDIA_GEFORCE_6800},
2318 /* Rankine */
2319 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
2320 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
2321 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
2322 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
2323 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
2324 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
2325 /* Kelvin */
2326 {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
2327 {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
2328 {"nv20", CARD_NVIDIA_GEFORCE3},
2329 /* Celsius */
2330 {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
2331 {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
2332 {"nv18", CARD_NVIDIA_GEFORCE4_MX},
2333 {"nv17", CARD_NVIDIA_GEFORCE4_MX},
2334 {"nv16", CARD_NVIDIA_GEFORCE2},
2335 {"nv15", CARD_NVIDIA_GEFORCE2},
2336 {"nv11", CARD_NVIDIA_GEFORCE2_MX},
2337 {"nv10", CARD_NVIDIA_GEFORCE},
2338 /* Fahrenheit */
2339 {"nv05", CARD_NVIDIA_RIVA_TNT2},
2340 {"nv04", CARD_NVIDIA_RIVA_TNT},
2341 {"nv03", CARD_NVIDIA_RIVA_128},
2342 };
2343
2344 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2345 {
2346 if (strstr(gl_renderer, cards[i].renderer))
2347 return cards[i].id;
2348 }
2349
2350 return PCI_DEVICE_NONE;
2351}
2352
2353static const struct gl_vendor_selection
2354{
2355 enum wined3d_gl_vendor gl_vendor;
2356 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2357 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2358}
2359nvidia_gl_vendor_table[] =
2360{
2361 {GL_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2362 {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2363 {GL_VENDOR_MESA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2364},
2365amd_gl_vendor_table[] =
2366{
2367 {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
2368 {GL_VENDOR_FGLRX, "AMD/ATI binary driver", select_card_amd_binary},
2369 {GL_VENDOR_MESA, "Mesa AMD/ATI driver", select_card_amd_mesa},
2370},
2371intel_gl_vendor_table[] =
2372{
2373 {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", select_card_intel},
2374 {GL_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2375 {GL_VENDOR_MESA, "Mesa Intel driver", select_card_intel},
2376};
2377
2378static enum wined3d_pci_device select_card_fallback_nvidia(const struct wined3d_gl_info *gl_info)
2379{
2380 UINT d3d_level = d3d_level_from_gl_info(gl_info);
2381 if (d3d_level >= 10)
2382 return CARD_NVIDIA_GEFORCE_8800GTX;
2383 if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
2384 return CARD_NVIDIA_GEFORCE_6800;
2385 if (d3d_level >= 9)
2386#ifndef VBOX_WITH_WDDM
2387 return CARD_NVIDIA_GEFORCEFX_5800;
2388#else
2389 return CARD_NVIDIA_GEFORCE_6200;
2390#endif
2391 if (d3d_level >= 8)
2392 return CARD_NVIDIA_GEFORCE3;
2393 if (d3d_level >= 7)
2394 return CARD_NVIDIA_GEFORCE;
2395 if (d3d_level >= 6)
2396 return CARD_NVIDIA_RIVA_TNT;
2397 return CARD_NVIDIA_RIVA_128;
2398}
2399
2400static enum wined3d_pci_device select_card_fallback_amd(const struct wined3d_gl_info *gl_info)
2401{
2402 UINT d3d_level = d3d_level_from_gl_info(gl_info);
2403 if (d3d_level >= 10)
2404 return CARD_AMD_RADEON_HD2900;
2405 if (d3d_level >= 9)
2406 return CARD_AMD_RADEON_9500;
2407 if (d3d_level >= 8)
2408 return CARD_AMD_RADEON_8500;
2409 if (d3d_level >= 7)
2410 return CARD_AMD_RADEON_7200;
2411 return CARD_AMD_RAGE_128PRO;
2412}
2413
2414static enum wined3d_pci_device select_card_fallback_intel(const struct wined3d_gl_info *gl_info)
2415{
2416 UINT d3d_level = d3d_level_from_gl_info(gl_info);
2417 if (d3d_level >= 10)
2418 return CARD_INTEL_G45;
2419 return CARD_INTEL_915G;
2420}
2421
2422static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
2423 unsigned int table_size, enum wined3d_gl_vendor gl_vendor,
2424 const struct wined3d_gl_info *gl_info, const char *gl_renderer)
2425{
2426 unsigned int i;
2427
2428 for (i = 0; i < table_size; ++i)
2429 {
2430 if (table[i].gl_vendor != gl_vendor)
2431 continue;
2432
2433 TRACE("Applying card selector \"%s\".\n", table[i].description);
2434 return table[i].select_card(gl_info, gl_renderer);
2435 }
2436 FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
2437 gl_vendor, debugstr_a(gl_renderer));
2438
2439 return PCI_DEVICE_NONE;
2440}
2441
2442static const struct
2443{
2444 enum wined3d_pci_vendor card_vendor;
2445 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2446 const struct gl_vendor_selection *gl_vendor_selection;
2447 unsigned int gl_vendor_count;
2448 enum wined3d_pci_device (*select_card_fallback)(const struct wined3d_gl_info *gl_info);
2449}
2450card_vendor_table[] =
2451{
2452 {HW_VENDOR_NVIDIA, "Nvidia", nvidia_gl_vendor_table,
2453 sizeof(nvidia_gl_vendor_table) / sizeof(nvidia_gl_vendor_table[0]),
2454 select_card_fallback_nvidia},
2455 {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table,
2456 sizeof(amd_gl_vendor_table) / sizeof(amd_gl_vendor_table[0]),
2457 select_card_fallback_amd},
2458 {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table,
2459 sizeof(intel_gl_vendor_table) / sizeof(intel_gl_vendor_table[0]),
2460 select_card_fallback_intel},
2461};
2462
2463
2464static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2465 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2466{
2467 /* A Direct3D device object contains the PCI id (vendor + device) of the
2468 * videocard which is used for rendering. Various applications use this
2469 * information to get a rough estimation of the features of the card and
2470 * some might use it for enabling 3d effects only on certain types of
2471 * videocards. In some cases games might even use it to work around bugs
2472 * which happen on certain videocards/driver combinations. The problem is
2473 * that OpenGL only exposes a rendering string containing the name of the
2474 * videocard and not the PCI id.
2475 *
2476 * Various games depend on the PCI id, so somehow we need to provide one.
2477 * A simple option is to parse the renderer string and translate this to
2478 * the right PCI id. This is a lot of work because there are more than 200
2479 * GPUs just for Nvidia. Various cards share the same renderer string, so
2480 * the amount of code might be 'small' but there are quite a number of
2481 * exceptions which would make this a pain to maintain. Another way would
2482 * be to query the PCI id from the operating system (assuming this is the
2483 * videocard which is used for rendering which is not always the case).
2484 * This would work but it is not very portable. Second it would not work
2485 * well in, let's say, a remote X situation in which the amount of 3d
2486 * features which can be used is limited.
2487 *
2488 * As said most games only use the PCI id to get an indication of the
2489 * capabilities of the card. It doesn't really matter if the given id is
2490 * the correct one if we return the id of a card with similar 3d features.
2491 *
2492 * The code below checks the OpenGL capabilities of a videocard and matches
2493 * that to a certain level of Direct3D functionality. Once a card passes
2494 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2495 * least a GeforceFX. To give a better estimate we do a basic check on the
2496 * renderer string but if that won't pass we return a default card. This
2497 * way is better than maintaining a full card database as even without a
2498 * full database we can return a card with similar features. Second the
2499 * size of the database can be made quite small because when you know what
2500 * type of 3d functionality a card has, you know to which GPU family the
2501 * GPU must belong. Because of this you only have to check a small part of
2502 * the renderer string to distinguishes between different models from that
2503 * family.
2504 *
2505 * The code also selects a default amount of video memory which we will
2506 * use for an estimation of the amount of free texture memory. In case of
2507 * real D3D the amount of texture memory includes video memory and system
2508 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2509 * HyperMemory). We don't know how much system memory can be addressed by
2510 * the system but we can make a reasonable estimation about the amount of
2511 * video memory. If the value is slightly wrong it doesn't matter as we
2512 * didn't include AGP-like memory which makes the amount of addressable
2513 * memory higher and second OpenGL isn't that critical it moves to system
2514 * memory behind our backs if really needed. Note that the amount of video
2515 * memory can be overruled using a registry setting. */
2516
2517 unsigned int i;
2518 enum wined3d_pci_device device;
2519
2520 for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
2521 {
2522 if (card_vendor_table[i].card_vendor != *card_vendor)
2523 continue;
2524
2525 TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
2526 device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
2527 card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_info, gl_renderer);
2528 if (device != PCI_DEVICE_NONE)
2529 return device;
2530
2531 TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
2532 return card_vendor_table[i].select_card_fallback(gl_info);
2533 }
2534
2535 FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
2536 *card_vendor, debugstr_a(gl_renderer));
2537
2538 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
2539 *card_vendor = HW_VENDOR_NVIDIA;
2540 return select_card_fallback_nvidia(gl_info);
2541}
2542
2543static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
2544 const struct wined3d_shader_backend_ops *shader_backend_ops)
2545{
2546 if (shader_backend_ops == &glsl_shader_backend)
2547 return &glsl_vertex_pipe;
2548 return &ffp_vertex_pipe;
2549}
2550
2551static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
2552 const struct wined3d_shader_backend_ops *shader_backend_ops)
2553{
2554 if (shader_backend_ops == &glsl_shader_backend)
2555 return &glsl_fragment_pipe;
2556 if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2557 return &arbfp_fragment_pipeline;
2558 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2559 return &atifs_fragment_pipeline;
2560 if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
2561 return &nvts_fragment_pipeline;
2562 if (gl_info->supported[NV_REGISTER_COMBINERS])
2563 return &nvrc_fragment_pipeline;
2564 return &ffp_fragment_pipeline;
2565}
2566
2567static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2568{
2569 BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
2570
2571 if (glsl && gl_info->supported[ARB_FRAGMENT_SHADER])
2572 return &glsl_shader_backend;
2573 if (glsl && gl_info->supported[ARB_VERTEX_SHADER])
2574 {
2575 /* Geforce4 cards support GLSL but for vertex shaders only. Further
2576 * its reported GLSL caps are wrong. This combined with the fact that
2577 * GLSL won't offer more features or performance, use ARB shaders only
2578 * on this card. */
2579 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
2580 return &arb_program_shader_backend;
2581 return &glsl_shader_backend;
2582 }
2583 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
2584 return &arb_program_shader_backend;
2585 return &none_shader_backend;
2586}
2587
2588static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info,
2589 const struct wined3d_shader_backend_ops *shader_backend_ops)
2590{
2591 if ((shader_backend_ops == &glsl_shader_backend
2592 || shader_backend_ops == &arb_program_shader_backend)
2593 && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2594 return &arbfp_blit;
2595 return &ffp_blit;
2596}
2597
2598static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2599 const struct wined3d_extension_map *map, UINT entry_count)
2600{
2601 while (*extensions)
2602 {
2603 const char *start;
2604 size_t len;
2605 UINT i;
2606
2607 while (isspace(*extensions))
2608 ++extensions;
2609 start = extensions;
2610 while (!isspace(*extensions) && *extensions)
2611 ++extensions;
2612
2613 len = extensions - start;
2614 if (!len)
2615 continue;
2616
2617 TRACE("- %s.\n", debugstr_an(start, len));
2618
2619 for (i = 0; i < entry_count; ++i)
2620 {
2621 if (len == strlen(map[i].extension_string)
2622 && !memcmp(start, map[i].extension_string, len))
2623 {
2624 TRACE(" FOUND: %s support.\n", map[i].extension_string);
2625 gl_info->supported[map[i].extension] = TRUE;
2626 break;
2627 }
2628 }
2629 }
2630}
2631
2632static void load_gl_funcs(struct wined3d_gl_info *gl_info)
2633{
2634#define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
2635 GL_EXT_FUNCS_GEN;
2636#undef USE_GL_FUNC
2637
2638#ifndef USE_WIN32_OPENGL
2639 /* hack: use the functions directly from the TEB table to bypass the thunks */
2640 /* note that we still need the above wglGetProcAddress calls to initialize the table */
2641 gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
2642#endif
2643}
2644
2645static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
2646{
2647 GLfloat gl_floatv[2];
2648 GLint gl_max;
2649
2650 gl_info->limits.blends = 1;
2651 gl_info->limits.buffers = 1;
2652 gl_info->limits.textures = 1;
2653 gl_info->limits.texture_coords = 1;
2654 gl_info->limits.fragment_samplers = 1;
2655 gl_info->limits.vertex_samplers = 0;
2656 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2657 gl_info->limits.vertex_attribs = 16;
2658 gl_info->limits.glsl_vs_float_constants = 0;
2659 gl_info->limits.glsl_ps_float_constants = 0;
2660 gl_info->limits.arb_vs_float_constants = 0;
2661 gl_info->limits.arb_vs_native_constants = 0;
2662 gl_info->limits.arb_vs_instructions = 0;
2663 gl_info->limits.arb_vs_temps = 0;
2664 gl_info->limits.arb_ps_float_constants = 0;
2665 gl_info->limits.arb_ps_local_constants = 0;
2666 gl_info->limits.arb_ps_instructions = 0;
2667 gl_info->limits.arb_ps_temps = 0;
2668
2669 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2670 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2671 TRACE("Clip plane support - max planes %d.\n", gl_max);
2672
2673 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2674 gl_info->limits.lights = gl_max;
2675 TRACE("Light support - max lights %d.\n", gl_max);
2676
2677 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2678 gl_info->limits.texture_size = gl_max;
2679 TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
2680
2681 gl_info->gl_ops.gl.p_glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2682 gl_info->limits.pointsize_min = gl_floatv[0];
2683 gl_info->limits.pointsize_max = gl_floatv[1];
2684 TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
2685
2686 if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2687 {
2688 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2689 TRACE("Minimum buffer map alignment: %d.\n", gl_max);
2690 }
2691 else
2692 {
2693 WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2694 }
2695 if (gl_info->supported[NV_REGISTER_COMBINERS])
2696 {
2697 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2698 gl_info->limits.general_combiners = gl_max;
2699 TRACE("Max general combiners: %d.\n", gl_max);
2700 }
2701 if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2702 {
2703 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2704 gl_info->limits.buffers = gl_max;
2705 TRACE("Max draw buffers: %u.\n", gl_max);
2706 }
2707 if (gl_info->supported[ARB_MULTITEXTURE])
2708 {
2709 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2710 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2711 TRACE("Max textures: %d.\n", gl_info->limits.textures);
2712
2713 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2714 {
2715 GLint tmp;
2716 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2717 gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2718 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2719 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2720 }
2721 else
2722 {
2723 gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
2724 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2725 }
2726 TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2727 TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2728
2729 if (gl_info->supported[ARB_VERTEX_SHADER])
2730 {
2731 GLint tmp;
2732 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2733 gl_info->limits.vertex_samplers = tmp;
2734 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2735 gl_info->limits.combined_samplers = tmp;
2736 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2737 gl_info->limits.vertex_attribs = tmp;
2738
2739 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2740 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2741 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2742 * shader is used with fixed function vertex processing we're fine too because fixed function
2743 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2744 * used we have to make sure that all vertex sampler setups are valid together with all
2745 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2746 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2747 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2748 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2749 * a fixed function pipeline anymore.
2750 *
2751 * So this is just a check to check that our assumption holds true. If not, write a warning
2752 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2753 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2754 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2755 {
2756 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2757 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2758 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2759 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2760 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2761 else
2762 gl_info->limits.vertex_samplers = 0;
2763 }
2764 }
2765 else
2766 {
2767 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2768 }
2769 TRACE("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2770 TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2771 }
2772 if (gl_info->supported[ARB_VERTEX_BLEND])
2773 {
2774 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2775 gl_info->limits.blends = gl_max;
2776 TRACE("Max blends: %u.\n", gl_info->limits.blends);
2777 }
2778 if (gl_info->supported[EXT_TEXTURE3D])
2779 {
2780 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2781 gl_info->limits.texture3d_size = gl_max;
2782 TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2783 }
2784 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2785 {
2786 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2787 gl_info->limits.anisotropy = gl_max;
2788 TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2789 }
2790 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2791 {
2792 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2793 gl_info->limits.arb_ps_float_constants = gl_max;
2794 TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2795 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2796 gl_info->limits.arb_ps_native_constants = gl_max;
2797 TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2798 gl_info->limits.arb_ps_native_constants);
2799 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2800 gl_info->limits.arb_ps_temps = gl_max;
2801 TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2802 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2803 gl_info->limits.arb_ps_instructions = gl_max;
2804 TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2805 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2806 gl_info->limits.arb_ps_local_constants = gl_max;
2807 TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2808 }
2809 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2810 {
2811 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2812 gl_info->limits.arb_vs_float_constants = gl_max;
2813 TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2814 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2815 gl_info->limits.arb_vs_native_constants = gl_max;
2816 TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2817 gl_info->limits.arb_vs_native_constants);
2818 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2819 gl_info->limits.arb_vs_temps = gl_max;
2820 TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2821 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2822 gl_info->limits.arb_vs_instructions = gl_max;
2823 TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2824 }
2825 if (gl_info->supported[ARB_VERTEX_SHADER])
2826 {
2827 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2828 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2829 TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2830#ifdef VBOX_WITH_WDDM
2831 /* AFAICT the " / 4" here comes from that we're going to use the glsl_vs/ps_float_constants to create vec4 arrays,
2832 * thus each array element has 4 components, so the actual number of vec4 arrays is GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
2833 * win8 Aero won't properly work with this constant < 256 in any way,
2834 * while Intel drivers I've encountered this problem with supports vec4 arrays of size > GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
2835 * so use it here.
2836 * @todo: add logging
2837 * @todo: perhaps should be movet to quirks?
2838 * */
2839 if (gl_info->limits.glsl_vs_float_constants < 256 && gl_max >= 256)
2840 {
2841 DWORD dwVersion = GetVersion();
2842 DWORD dwMajor = (DWORD)(LOBYTE(LOWORD(dwVersion)));
2843 DWORD dwMinor = (DWORD)(HIBYTE(LOWORD(dwVersion)));
2844 /* tmp workaround Win8 Aero requirement for 256 */
2845 if (dwMajor > 6 || dwMinor > 1)
2846 {
2847 gl_info->limits.glsl_vs_float_constants = 256;
2848 }
2849 }
2850#endif
2851 }
2852 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2853 {
2854 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2855 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2856 TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2857#ifdef VBOX_WITH_WDDM
2858 /* AFAICT the " / 4" here comes from that we're going to use the glsl_vs/ps_float_constants to create vec4 arrays,
2859 * thus each array element has 4 components, so the actual number of vec4 arrays is GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
2860 * win8 Aero won't properly work with this constant < 256 in any way,
2861 * while Intel drivers I've encountered this problem with supports vec4 arrays of size > GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
2862 * so use it here.
2863 * @todo: add logging
2864 * @todo: perhaps should be movet to quirks?
2865 * */
2866 if (gl_info->limits.glsl_ps_float_constants < 256 && gl_max >= 256)
2867 {
2868 DWORD dwVersion = GetVersion();
2869 DWORD dwMajor = (DWORD)(LOBYTE(LOWORD(dwVersion)));
2870 DWORD dwMinor = (DWORD)(HIBYTE(LOWORD(dwVersion)));
2871 /* tmp workaround Win8 Aero requirement for 256 */
2872 if (dwMajor > 6 || dwMinor > 1)
2873 {
2874 gl_info->limits.glsl_ps_float_constants = 256;
2875 }
2876 }
2877#endif
2878 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2879 gl_info->limits.glsl_varyings = gl_max;
2880 TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2881 }
2882
2883 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2884 gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2885 else
2886 gl_info->limits.shininess = 128.0f;
2887
2888 if ((gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2889 && wined3d_settings.allow_multisampling)
2890 {
2891 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2892 gl_info->limits.samples = gl_max;
2893 }
2894}
2895
2896/* Context activation is done by the caller. */
2897static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2898{
2899 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2900 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2901 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2902 struct wined3d_vertex_caps vertex_caps;
2903 enum wined3d_pci_vendor card_vendor;
2904 struct fragment_caps fragment_caps;
2905 struct shader_caps shader_caps;
2906 const char *WGL_Extensions = NULL;
2907 const char *GL_Extensions = NULL;
2908 enum wined3d_gl_vendor gl_vendor;
2909 enum wined3d_pci_device device;
2910 DWORD gl_version;
2911 HDC hdc;
2912 unsigned int i;
2913
2914 TRACE("adapter %p.\n", adapter);
2915
2916 gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
2917 TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2918 if (!gl_renderer_str)
2919 {
2920 ERR("Received a NULL GL_RENDERER.\n");
2921 return FALSE;
2922 }
2923
2924 gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
2925 TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2926 if (!gl_vendor_str)
2927 {
2928 ERR("Received a NULL GL_VENDOR.\n");
2929 return FALSE;
2930 }
2931
2932 /* Parse the GL_VERSION field into major and minor information */
2933 gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
2934 TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2935 if (!gl_version_str)
2936 {
2937 ERR("Received a NULL GL_VERSION.\n");
2938 return FALSE;
2939 }
2940 gl_version = wined3d_parse_gl_version(gl_version_str);
2941
2942 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2943 GL_Extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
2944 if (!GL_Extensions)
2945 {
2946 ERR("Received a NULL GL_EXTENSIONS.\n");
2947 return FALSE;
2948 }
2949
2950 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2951 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2952
2953 TRACE("GL extensions reported:\n");
2954 parse_extension_string(gl_info, GL_Extensions, gl_extension_map,
2955 sizeof(gl_extension_map) / sizeof(*gl_extension_map));
2956
2957 /* Now work out what GL support this card really has. */
2958 load_gl_funcs( gl_info );
2959
2960 hdc = wglGetCurrentDC();
2961 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
2962 if (GL_EXTCALL(wglGetExtensionsStringARB))
2963 WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2964 if (!WGL_Extensions)
2965 WARN("WGL extensions not supported.\n");
2966 else
2967 parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map,
2968 sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
2969
2970 if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
2971 {
2972 TRACE("GL CORE: GL_EXT_texture3D support.\n");
2973 gl_info->gl_ops.ext.p_glTexImage3DEXT = (void *)gl_info->gl_ops.ext.p_glTexImage3D;
2974 gl_info->gl_ops.ext.p_glTexSubImage3DEXT = gl_info->gl_ops.ext.p_glTexSubImage3D;
2975 gl_info->supported[EXT_TEXTURE3D] = TRUE;
2976 }
2977
2978 if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4))
2979 {
2980 TRACE("GL CORE: GL_NV_point_sprite support.\n");
2981 gl_info->gl_ops.ext.p_glPointParameterivNV = gl_info->gl_ops.ext.p_glPointParameteriv;
2982 gl_info->gl_ops.ext.p_glPointParameteriNV = gl_info->gl_ops.ext.p_glPointParameteri;
2983 gl_info->supported[NV_POINT_SPRITE] = TRUE;
2984 }
2985
2986 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0))
2987 {
2988 TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
2989 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
2990 }
2991
2992 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2993
2994 if (gl_info->supported[APPLE_FENCE])
2995 {
2996 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2997 * The apple extension interacts with some other apple exts. Disable the NV
2998 * extension if the apple one is support to prevent confusion in other parts
2999 * of the code. */
3000 gl_info->supported[NV_FENCE] = FALSE;
3001 }
3002 if (gl_info->supported[APPLE_FLOAT_PIXELS])
3003 {
3004 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
3005 *
3006 * The enums are the same:
3007 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
3008 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
3009 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
3010 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
3011 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
3012 */
3013 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3014 {
3015 TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
3016 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
3017 }
3018 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3019 {
3020 TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
3021 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
3022 }
3023 }
3024 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3025 {
3026 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
3027 * functionality. Prefer the ARB extension */
3028 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
3029 }
3030 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3031 {
3032 TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
3033 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
3034 }
3035 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
3036 {
3037 TRACE(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
3038 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
3039 }
3040 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
3041 {
3042 TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
3043 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
3044 }
3045 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3046 {
3047 TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
3048 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
3049 }
3050 if (gl_info->supported[NV_TEXTURE_SHADER2])
3051 {
3052 if (gl_info->supported[NV_REGISTER_COMBINERS])
3053 {
3054 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
3055 * are supported. The nv extensions provide the same functionality as the
3056 * ATI one, and a bit more(signed pixelformats). */
3057 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
3058 }
3059 }
3060 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3061 {
3062 /* If we have full NP2 texture support, disable
3063 * GL_ARB_texture_rectangle because we will never use it.
3064 * This saves a few redundant glDisable calls. */
3065 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
3066 }
3067 if (gl_info->supported[ATI_FRAGMENT_SHADER])
3068 {
3069 /* Disable NV_register_combiners and fragment shader if this is supported.
3070 * generally the NV extensions are preferred over the ATI ones, and this
3071 * extension is disabled if register_combiners and texture_shader2 are both
3072 * supported. So we reach this place only if we have incomplete NV dxlevel 8
3073 * fragment processing support. */
3074 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
3075 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
3076 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
3077 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
3078 }
3079 if (gl_info->supported[NV_HALF_FLOAT])
3080 {
3081 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
3082 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
3083 }
3084 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3085 {
3086 /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
3087 * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
3088 * we never render to sRGB surfaces). */
3089 gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
3090 }
3091 if (gl_info->supported[ARB_OCCLUSION_QUERY])
3092 {
3093 GLint counter_bits;
3094
3095 GL_EXTCALL(glGetQueryivARB(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB, &counter_bits));
3096 TRACE("Occlusion query counter has %d bits.\n", counter_bits);
3097 if (!counter_bits)
3098 gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
3099 }
3100
3101 wined3d_adapter_init_limits(gl_info);
3102
3103 if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
3104 gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
3105
3106 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
3107 {
3108 const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
3109 unsigned int major, minor;
3110
3111 TRACE("GLSL version string: %s.\n", debugstr_a(str));
3112
3113 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
3114 sscanf(str, "%u.%u", &major, &minor);
3115 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
3116 }
3117
3118 checkGLcall("extension detection");
3119
3120 adapter->shader_backend = select_shader_backend(gl_info);
3121 adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
3122 adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
3123 adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend);
3124
3125 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
3126 adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
3127 adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
3128 adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
3129 adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
3130 adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
3131 adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
3132
3133 adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
3134 adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
3135
3136 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
3137 adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
3138 adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
3139 TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
3140
3141 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3142 {
3143 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
3144 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
3145 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
3146 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
3147 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
3148 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
3149 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
3150 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
3151 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
3152 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
3153 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
3154 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
3155 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
3156 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
3157 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
3158 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
3159 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3160 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
3161 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
3162 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
3163 }
3164 else
3165 {
3166 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
3167 {
3168 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
3169 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
3170 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
3171 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
3172 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
3173 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
3174 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
3175 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
3176 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
3177 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
3178 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
3179 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
3180 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
3181 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
3182 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
3183 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3184 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
3185 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
3186 }
3187 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3188 {
3189 WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
3190 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
3191 }
3192 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
3193 {
3194 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
3195 }
3196 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3197 {
3198 gl_info->fbo_ops.glRenderbufferStorageMultisample
3199 = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
3200 }
3201 }
3202
3203 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
3204 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
3205 TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
3206
3207 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
3208 TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
3209
3210 gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
3211 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
3212 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
3213 gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
3214 gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
3215 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
3216 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
3217 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
3218
3219 adapter->d3d_info.valid_rt_mask = 0;
3220 for (i = 0; i < gl_info->limits.buffers; ++i)
3221 adapter->d3d_info.valid_rt_mask |= (1 << i);
3222
3223 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
3224 init_driver_info(driver_info, card_vendor, device);
3225 add_gl_compat_wrappers(gl_info);
3226
3227 return TRUE;
3228}
3229
3230UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
3231{
3232 TRACE("wined3d %p, reporting %u adapters.\n",
3233 wined3d, wined3d->adapter_count);
3234
3235 return wined3d->adapter_count;
3236}
3237
3238HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
3239{
3240 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
3241
3242 return WINED3D_OK;
3243}
3244
3245HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
3246{
3247 TRACE("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
3248
3249 if (adapter_idx >= wined3d->adapter_count)
3250 return NULL;
3251
3252 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
3253}
3254
3255/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
3256 of the same bpp but different resolutions */
3257
3258/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
3259UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
3260 enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
3261{
3262 const struct wined3d_adapter *adapter;
3263 const struct wined3d_format *format;
3264 unsigned int i = 0;
3265 unsigned int j = 0;
3266 UINT format_bits;
3267 DEVMODEW mode;
3268
3269 TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
3270 wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
3271
3272 if (adapter_idx >= wined3d->adapter_count)
3273 return 0;
3274
3275 adapter = &wined3d->adapters[adapter_idx];
3276 format = wined3d_get_format(&adapter->gl_info, format_id);
3277 format_bits = format->byte_count * CHAR_BIT;
3278
3279 memset(&mode, 0, sizeof(mode));
3280 mode.dmSize = sizeof(mode);
3281
3282 while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
3283 {
3284 if (mode.dmFields & DM_DISPLAYFLAGS)
3285 {
3286 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
3287#ifndef VBOX_WINE_WITHOUT_LIBWINE
3288 && (mode.u2.dmDisplayFlags & DM_INTERLACED))
3289#else
3290 && (mode.dmDisplayFlags & DM_INTERLACED))
3291#endif
3292 continue;
3293
3294 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
3295#ifndef VBOX_WINE_WITHOUT_LIBWINE
3296 && !(mode.u2.dmDisplayFlags & DM_INTERLACED))
3297#else
3298 && !(mode.dmDisplayFlags & DM_INTERLACED))
3299#endif
3300 continue;
3301 }
3302
3303 if (format_id == WINED3DFMT_UNKNOWN)
3304 {
3305 /* This is for d3d8, do not enumerate P8 here. */
3306 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
3307 }
3308 else if (mode.dmBitsPerPel == format_bits)
3309 {
3310 ++i;
3311 }
3312 }
3313
3314 TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
3315
3316 return i;
3317}
3318
3319/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
3320HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
3321 enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
3322 UINT mode_idx, struct wined3d_display_mode *mode)
3323{
3324 const struct wined3d_adapter *adapter;
3325 const struct wined3d_format *format;
3326 UINT format_bits;
3327 DEVMODEW m;
3328 UINT i = 0;
3329 int j = 0;
3330
3331 TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
3332 wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
3333
3334 if (!mode || adapter_idx >= wined3d->adapter_count)
3335 return WINED3DERR_INVALIDCALL;
3336
3337 adapter = &wined3d->adapters[adapter_idx];
3338 format = wined3d_get_format(&adapter->gl_info, format_id);
3339 format_bits = format->byte_count * CHAR_BIT;
3340
3341 memset(&m, 0, sizeof(m));
3342 m.dmSize = sizeof(m);
3343
3344 while (i <= mode_idx)
3345 {
3346 if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
3347 {
3348 WARN("Invalid mode_idx %u.\n", mode_idx);
3349 return WINED3DERR_INVALIDCALL;
3350 }
3351
3352 if (m.dmFields & DM_DISPLAYFLAGS)
3353 {
3354 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
3355#ifndef VBOX_WINE_WITHOUT_LIBWINE
3356 && (m.u2.dmDisplayFlags & DM_INTERLACED))
3357#else
3358 && (m.dmDisplayFlags & DM_INTERLACED))
3359#endif
3360 continue;
3361
3362 if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
3363#ifndef VBOX_WINE_WITHOUT_LIBWINE
3364 && !(m.u2.dmDisplayFlags & DM_INTERLACED))
3365#else
3366 && !(m.dmDisplayFlags & DM_INTERLACED))
3367#endif
3368 continue;
3369 }
3370
3371 if (format_id == WINED3DFMT_UNKNOWN)
3372 {
3373 /* This is for d3d8, do not enumerate P8 here. */
3374 if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
3375 }
3376 else if (m.dmBitsPerPel == format_bits)
3377 {
3378 ++i;
3379 }
3380 }
3381
3382 mode->width = m.dmPelsWidth;
3383 mode->height = m.dmPelsHeight;
3384 mode->refresh_rate = DEFAULT_REFRESH_RATE;
3385 if (m.dmFields & DM_DISPLAYFREQUENCY)
3386 mode->refresh_rate = m.dmDisplayFrequency;
3387
3388 if (format_id == WINED3DFMT_UNKNOWN)
3389 mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
3390 else
3391 mode->format_id = format_id;
3392
3393 if (!(m.dmFields & DM_DISPLAYFLAGS))
3394 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
3395#ifndef VBOX_WINE_WITHOUT_LIBWINE
3396 else if (m.u2.dmDisplayFlags & DM_INTERLACED)
3397#else
3398 else if (m.dmDisplayFlags & DM_INTERLACED)
3399#endif
3400 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
3401 else
3402 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
3403
3404 TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
3405 m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
3406
3407 return WINED3D_OK;
3408}
3409
3410HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
3411 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3412{
3413 const struct wined3d_adapter *adapter;
3414 DEVMODEW m;
3415
3416 TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
3417 wined3d, adapter_idx, mode, rotation);
3418
3419 if (!mode || adapter_idx >= wined3d->adapter_count)
3420 return WINED3DERR_INVALIDCALL;
3421
3422 adapter = &wined3d->adapters[adapter_idx];
3423
3424 memset(&m, 0, sizeof(m));
3425 m.dmSize = sizeof(m);
3426
3427 EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
3428 mode->width = m.dmPelsWidth;
3429 mode->height = m.dmPelsHeight;
3430 mode->refresh_rate = DEFAULT_REFRESH_RATE;
3431 if (m.dmFields & DM_DISPLAYFREQUENCY)
3432 mode->refresh_rate = m.dmDisplayFrequency;
3433 mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
3434
3435 /* Lie about the format. X11 can't change the color depth, and some apps
3436 * are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3437 * that GetDisplayMode still returns 24 bpp. This should probably be
3438 * handled in winex11 instead. */
3439 if (adapter->screen_format && adapter->screen_format != mode->format_id)
3440 {
3441 WARN("Overriding format %s with stored format %s.\n",
3442 debug_d3dformat(mode->format_id),
3443 debug_d3dformat(adapter->screen_format));
3444 mode->format_id = adapter->screen_format;
3445 }
3446
3447 if (!(m.dmFields & DM_DISPLAYFLAGS))
3448 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
3449#ifndef VBOX_WINE_WITHOUT_LIBWINE
3450 else if (m.u2.dmDisplayFlags & DM_INTERLACED)
3451#else
3452 else if (m.dmDisplayFlags & DM_INTERLACED)
3453#endif
3454 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
3455 else
3456 mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
3457
3458 if (rotation)
3459 {
3460#ifndef VBOX_WINE_WITHOUT_LIBWINE
3461 switch (m.u1.s2.dmDisplayOrientation)
3462#else
3463 switch (m.dmDisplayOrientation)
3464#endif
3465 {
3466 case DMDO_DEFAULT:
3467 *rotation = WINED3D_DISPLAY_ROTATION_0;
3468 break;
3469 case DMDO_90:
3470 *rotation = WINED3D_DISPLAY_ROTATION_90;
3471 break;
3472 case DMDO_180:
3473 *rotation = WINED3D_DISPLAY_ROTATION_180;
3474 break;
3475 case DMDO_270:
3476 *rotation = WINED3D_DISPLAY_ROTATION_270;
3477 break;
3478 default:
3479#ifndef VBOX_WINE_WITHOUT_LIBWINE
3480 FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
3481#else
3482 FIXME("Unhandled display rotation %#x.\n", m.dmDisplayOrientation);
3483#endif
3484 *rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
3485 break;
3486 }
3487 }
3488
3489 TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
3490 mode->refresh_rate, debug_d3dformat(mode->format_id),
3491 mode->scanline_ordering);
3492 return WINED3D_OK;
3493}
3494
3495HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
3496 UINT adapter_idx, const struct wined3d_display_mode *mode)
3497{
3498 struct wined3d_display_mode current_mode;
3499 const struct wined3d_format *format;
3500 struct wined3d_adapter *adapter;
3501 DEVMODEW devmode;
3502 RECT clip_rc;
3503 HRESULT hr;
3504 LONG ret;
3505
3506 TRACE("wined3d %p, adapter_idx %u, mode %p (%ux%u@%u %s %#x).\n", wined3d, adapter_idx, mode,
3507 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id),
3508 mode->scanline_ordering);
3509
3510 if (adapter_idx >= wined3d->adapter_count)
3511 return WINED3DERR_INVALIDCALL;
3512
3513 adapter = &wined3d->adapters[adapter_idx];
3514 format = wined3d_get_format(&adapter->gl_info, mode->format_id);
3515
3516 memset(&devmode, 0, sizeof(devmode));
3517 devmode.dmSize = sizeof(devmode);
3518 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
3519 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
3520 devmode.dmPelsWidth = mode->width;
3521 devmode.dmPelsHeight = mode->height;
3522
3523 devmode.dmDisplayFrequency = mode->refresh_rate;
3524 if (mode->refresh_rate)
3525 devmode.dmFields |= DM_DISPLAYFREQUENCY;
3526
3527 if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
3528 {
3529 devmode.dmFields |= DM_DISPLAYFLAGS;
3530 if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
3531#ifndef VBOX_WINE_WITHOUT_LIBWINE
3532 devmode.u2.dmDisplayFlags |= DM_INTERLACED;
3533#else
3534 devmode.dmDisplayFlags |= DM_INTERLACED;
3535#endif
3536 }
3537
3538 /* Only change the mode if necessary. */
3539 if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &current_mode, NULL)))
3540 {
3541 ERR("Failed to get current display mode, hr %#x.\n", hr);
3542 }
3543 else if (current_mode.width == mode->width
3544 && current_mode.height == mode->height
3545 && current_mode.format_id == mode->format_id
3546 && (current_mode.refresh_rate == mode->refresh_rate
3547 || !mode->refresh_rate)
3548 && (current_mode.scanline_ordering == mode->scanline_ordering
3549 || mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_UNKNOWN))
3550 {
3551 TRACE("Skipping redundant mode setting call.\n");
3552 return WINED3D_OK;
3553 }
3554
3555 ret = ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
3556 if (ret != DISP_CHANGE_SUCCESSFUL)
3557 {
3558 if (devmode.dmDisplayFrequency)
3559 {
3560 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
3561 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
3562 devmode.dmDisplayFrequency = 0;
3563 ret = ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
3564 }
3565 if (ret != DISP_CHANGE_SUCCESSFUL)
3566 return WINED3DERR_NOTAVAILABLE;
3567 }
3568
3569 /* Store the new values. */
3570 adapter->screen_format = mode->format_id;
3571
3572 /* And finally clip mouse to our screen. */
3573 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
3574 ClipCursor(&clip_rc);
3575
3576 return WINED3D_OK;
3577}
3578
3579/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3580 and fields being inserted in the middle, a new structure is used in place */
3581HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3582 UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
3583{
3584#ifndef VBOX_WITH_WDDM
3585 const struct wined3d_adapter *adapter;
3586 size_t len;
3587
3588 TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
3589 wined3d, adapter_idx, flags, identifier);
3590
3591 if (adapter_idx >= wined3d->adapter_count)
3592 return WINED3DERR_INVALIDCALL;
3593
3594 adapter = &wined3d->adapters[adapter_idx];
3595
3596 if (identifier->driver_size)
3597 {
3598 const char *name = adapter->driver_info.name;
3599 len = min(strlen(name), identifier->driver_size - 1);
3600 memcpy(identifier->driver, name, len);
3601 identifier->driver[len] = '\0';
3602 }
3603
3604 if (identifier->description_size)
3605 {
3606 const char *description = adapter->driver_info.description;
3607 len = min(strlen(description), identifier->description_size - 1);
3608 memcpy(identifier->description, description, len);
3609 identifier->description[len] = '\0';
3610 }
3611
3612 /* Note that d3d8 doesn't supply a device name. */
3613 if (identifier->device_name_size)
3614 {
3615 if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
3616 identifier->device_name_size, NULL, NULL))
3617 {
3618 ERR("Failed to convert device name, last error %#x.\n", GetLastError());
3619 return WINED3DERR_INVALIDCALL;
3620 }
3621 }
3622
3623 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3624 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3625 identifier->vendor_id = adapter->driver_info.vendor;
3626 identifier->device_id = adapter->driver_info.device;
3627 identifier->subsystem_id = 0;
3628 identifier->revision = 0;
3629 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3630 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3631 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3632 identifier->video_memory = adapter->TextureRam;
3633
3634 return WINED3D_OK;
3635#else
3636 ERR("not supported!");
3637 return E_FAIL;
3638#endif
3639}
3640
3641HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
3642 struct wined3d_raster_status *raster_status)
3643{
3644 LONGLONG freq_per_frame, freq_per_line;
3645 LARGE_INTEGER counter, freq_per_sec;
3646 struct wined3d_display_mode mode;
3647 static UINT once;
3648
3649 if (!once++)
3650 FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
3651 wined3d, adapter_idx, raster_status);
3652 else
3653 WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
3654 wined3d, adapter_idx, raster_status);
3655
3656 /* Obtaining the raster status is a widely implemented but optional
3657 * feature. When this method returns OK StarCraft 2 expects the
3658 * raster_status->InVBlank value to actually change over time.
3659 * And Endless Alice Crysis doesn't care even if this method fails.
3660 * Thus this method returns OK and fakes raster_status by
3661 * QueryPerformanceCounter. */
3662
3663 if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
3664 return WINED3DERR_INVALIDCALL;
3665 if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
3666 return WINED3DERR_INVALIDCALL;
3667 if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
3668 mode.refresh_rate = 60;
3669
3670 freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
3671 /* Assume 20 scan lines in the vertical blank. */
3672 freq_per_line = freq_per_frame / (mode.height + 20);
3673 raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
3674 if (raster_status->scan_line < mode.height)
3675 raster_status->in_vblank = FALSE;
3676 else
3677 {
3678 raster_status->scan_line = 0;
3679 raster_status->in_vblank = TRUE;
3680 }
3681
3682 TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
3683 raster_status->in_vblank, raster_status->scan_line);
3684
3685 return WINED3D_OK;
3686}
3687
3688static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3689 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3690{
3691 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3692
3693 /* Float formats need FBOs. If FBOs are used this function isn't called */
3694 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3695
3696 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3697 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3698 {
3699 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3700 return FALSE;
3701 }
3702
3703 if(cfg->redSize < redSize)
3704 return FALSE;
3705
3706 if(cfg->greenSize < greenSize)
3707 return FALSE;
3708
3709 if(cfg->blueSize < blueSize)
3710 return FALSE;
3711
3712 if(cfg->alphaSize < alphaSize)
3713 return FALSE;
3714
3715 return TRUE;
3716 }
3717
3718 /* Probably a RGBA_float or color index mode */
3719 return FALSE;
3720}
3721
3722static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3723 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3724{
3725 BYTE depthSize, stencilSize;
3726 BOOL lockable = FALSE;
3727
3728 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3729 {
3730 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3731 return FALSE;
3732 }
3733
3734 /* Float formats need FBOs. If FBOs are used this function isn't called */
3735 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3736
3737 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3738 lockable = TRUE;
3739
3740 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3741 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3742 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3743 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3744 return FALSE;
3745
3746 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3747 * allow more stencil bits than requested. */
3748 if(cfg->stencilSize < stencilSize)
3749 return FALSE;
3750
3751 return TRUE;
3752}
3753
3754HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3755 UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
3756 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3757{
3758 const struct wined3d_format *rt_format;
3759 const struct wined3d_format *ds_format;
3760 const struct wined3d_adapter *adapter;
3761
3762 TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
3763 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3764 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3765 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3766
3767 if (adapter_idx >= wined3d->adapter_count)
3768 return WINED3DERR_INVALIDCALL;
3769
3770 adapter = &wined3d->adapters[adapter_idx];
3771 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3772 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3773 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3774 {
3775 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3776 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3777 {
3778 TRACE("Formats match.\n");
3779 return WINED3D_OK;
3780 }
3781 }
3782 else
3783 {
3784 const struct wined3d_pixel_format *cfgs;
3785 unsigned int cfg_count;
3786 unsigned int i;
3787
3788 cfgs = adapter->cfgs;
3789 cfg_count = adapter->cfg_count;
3790 for (i = 0; i < cfg_count; ++i)
3791 {
3792 if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3793 && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3794 {
3795 TRACE("Formats match.\n");
3796 return WINED3D_OK;
3797 }
3798 }
3799 }
3800
3801 TRACE("Unsupported format pair: %s and %s.\n",
3802 debug_d3dformat(render_target_format_id),
3803 debug_d3dformat(depth_stencil_format_id));
3804
3805 return WINED3DERR_NOTAVAILABLE;
3806}
3807
3808HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3809 enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3810 enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
3811{
3812 const struct wined3d_gl_info *gl_info;
3813
3814 TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3815 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3816 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3817 windowed, multisample_type, quality_levels);
3818
3819 if (adapter_idx >= wined3d->adapter_count)
3820 return WINED3DERR_INVALIDCALL;
3821
3822 gl_info = &wined3d->adapters[adapter_idx].gl_info;
3823
3824 if (multisample_type > gl_info->limits.samples)
3825 {
3826 TRACE("Returning not supported.\n");
3827 if (quality_levels)
3828 *quality_levels = 0;
3829
3830 return WINED3DERR_NOTAVAILABLE;
3831 }
3832
3833 if (quality_levels)
3834 {
3835 if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
3836 /* FIXME: This is probably wrong. */
3837 *quality_levels = gl_info->limits.samples;
3838 else
3839 *quality_levels = 1;
3840 }
3841
3842 return WINED3D_OK;
3843}
3844
3845/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3846static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3847 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3848{
3849 /* Only allow depth/stencil formats */
3850 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3851
3852 /* Blacklist formats not supported on Windows */
3853 switch (ds_format->id)
3854 {
3855 case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3856 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3857 TRACE("[FAILED] - not supported on windows.\n");
3858 return FALSE;
3859
3860 default:
3861 break;
3862 }
3863
3864 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3865 {
3866 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3867 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3868 }
3869 else
3870 {
3871 unsigned int i;
3872
3873 /* Walk through all WGL pixel formats to find a match */
3874 for (i = 0; i < adapter->cfg_count; ++i)
3875 {
3876 const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3877 if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3878 && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3879 return TRUE;
3880 }
3881 }
3882
3883 return FALSE;
3884}
3885
3886/* Check the render target capabilities of a format */
3887static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3888 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3889{
3890 /* Filter out non-RT formats */
3891 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3892 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3893 {
3894 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3895 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3896 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3897 unsigned int i;
3898
3899 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3900 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3901
3902 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3903 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3904 if (!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue)))
3905 {
3906 TRACE("[FAILED]\n");
3907 return FALSE;
3908 }
3909
3910 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3911 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3912 for (i = 0; i < adapter->cfg_count; ++i)
3913 {
3914 if (cfgs[i].windowDrawable
3915 && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3916 {
3917 TRACE("Pixel format %d is compatible with format %s.\n",
3918 cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3919 return TRUE;
3920 }
3921 }
3922 }
3923 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3924 {
3925 /* For now return TRUE for FBOs until we have some proper checks.
3926 * Note that this function will only be called when the format is around for texturing. */
3927 return TRUE;
3928 }
3929 return FALSE;
3930}
3931
3932static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3933 const struct wined3d_format *adapter_format,
3934 const struct wined3d_format *check_format, BOOL no3d)
3935{
3936 if (no3d)
3937 {
3938 switch (check_format->id)
3939 {
3940 case WINED3DFMT_B8G8R8_UNORM:
3941 TRACE("[FAILED] - Not enumerated on Windows.\n");
3942 return FALSE;
3943 case WINED3DFMT_B8G8R8A8_UNORM:
3944 case WINED3DFMT_B8G8R8X8_UNORM:
3945 case WINED3DFMT_B5G6R5_UNORM:
3946 case WINED3DFMT_B5G5R5X1_UNORM:
3947 case WINED3DFMT_B5G5R5A1_UNORM:
3948 case WINED3DFMT_B4G4R4A4_UNORM:
3949 case WINED3DFMT_B2G3R3_UNORM:
3950 case WINED3DFMT_A8_UNORM:
3951 case WINED3DFMT_B2G3R3A8_UNORM:
3952 case WINED3DFMT_B4G4R4X4_UNORM:
3953 case WINED3DFMT_R10G10B10A2_UNORM:
3954 case WINED3DFMT_R8G8B8A8_UNORM:
3955 case WINED3DFMT_R8G8B8X8_UNORM:
3956 case WINED3DFMT_R16G16_UNORM:
3957 case WINED3DFMT_B10G10R10A2_UNORM:
3958 case WINED3DFMT_R16G16B16A16_UNORM:
3959 case WINED3DFMT_P8_UINT:
3960 TRACE("[OK]\n");
3961 return TRUE;
3962 default:
3963 TRACE("[FAILED] - Not available on GDI surfaces.\n");
3964 return FALSE;
3965 }
3966 }
3967
3968 /* All formats that are supported for textures are supported for surfaces
3969 * as well. */
3970 if (check_format->flags & WINED3DFMT_FLAG_TEXTURE)
3971 return TRUE;
3972
3973 /* All depth stencil formats are supported on surfaces */
3974 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3975
3976 /* If opengl can't process the format natively, the blitter may be able to convert it */
3977 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3978 NULL, WINED3D_POOL_DEFAULT, 0, check_format,
3979 NULL, WINED3D_POOL_DEFAULT, 0, adapter_format))
3980 {
3981 TRACE("[OK]\n");
3982 return TRUE;
3983 }
3984
3985 /* Reject other formats */
3986 TRACE("[FAILED]\n");
3987 return FALSE;
3988}
3989
3990/* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we
3991 * have to report mipmapping so we cannot reject WRAPANDMIP. Tests show that
3992 * Windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to
3993 * show that wrapping is supported. The lack of filtering will sort out the
3994 * mipmapping capability anyway.
3995 *
3996 * For now lets report this on all formats, but in the future we may want to
3997 * restrict it to some should applications need that. */
3998HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3999 enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
4000 enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
4001{
4002 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4003 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4004 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
4005 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
4006 DWORD format_flags = 0;
4007 DWORD allowed_usage;
4008
4009 TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
4010 "resource_type %s, check_format %s.\n",
4011 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
4012 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
4013 debug_d3dformat(check_format_id));
4014
4015 if (adapter_idx >= wined3d->adapter_count)
4016 return WINED3DERR_INVALIDCALL;
4017
4018 switch (resource_type)
4019 {
4020 case WINED3D_RTYPE_CUBE_TEXTURE:
4021 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4022 {
4023 TRACE("[FAILED] - No cube texture support.\n");
4024 return WINED3DERR_NOTAVAILABLE;
4025 }
4026
4027 format_flags |= WINED3DFMT_FLAG_TEXTURE;
4028 allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
4029 | WINED3DUSAGE_DYNAMIC
4030 | WINED3DUSAGE_RENDERTARGET
4031 | WINED3DUSAGE_SOFTWAREPROCESSING
4032 | WINED3DUSAGE_QUERY_FILTER
4033 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
4034 | WINED3DUSAGE_QUERY_SRGBREAD
4035 | WINED3DUSAGE_QUERY_SRGBWRITE
4036 | WINED3DUSAGE_QUERY_VERTEXTEXTURE
4037 | WINED3DUSAGE_QUERY_WRAPANDMIP;
4038 break;
4039
4040 case WINED3D_RTYPE_SURFACE:
4041 if (!CheckSurfaceCapability(adapter, adapter_format, format, wined3d->flags & WINED3D_NO3D))
4042 {
4043 TRACE("[FAILED] - Not supported for plain surfaces.\n");
4044 return WINED3DERR_NOTAVAILABLE;
4045 }
4046
4047 allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
4048 | WINED3DUSAGE_RENDERTARGET
4049 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4050 break;
4051
4052 case WINED3D_RTYPE_TEXTURE:
4053 if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && (format->flags & WINED3DFMT_FLAG_SHADOW)
4054 && !gl_info->supported[ARB_SHADOW])
4055 {
4056 TRACE("[FAILED] - No shadow sampler support.\n");
4057 return WINED3DERR_NOTAVAILABLE;
4058 }
4059
4060 format_flags |= WINED3DFMT_FLAG_TEXTURE;
4061 allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP
4062 | WINED3DUSAGE_DEPTHSTENCIL
4063 | WINED3DUSAGE_DYNAMIC
4064 | WINED3DUSAGE_RENDERTARGET
4065 | WINED3DUSAGE_SOFTWAREPROCESSING
4066 | WINED3DUSAGE_QUERY_FILTER
4067 | WINED3DUSAGE_QUERY_LEGACYBUMPMAP
4068 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
4069 | WINED3DUSAGE_QUERY_SRGBREAD
4070 | WINED3DUSAGE_QUERY_SRGBWRITE
4071 | WINED3DUSAGE_QUERY_VERTEXTEXTURE
4072 | WINED3DUSAGE_QUERY_WRAPANDMIP;
4073 break;
4074
4075 case WINED3D_RTYPE_VOLUME_TEXTURE:
4076 case WINED3D_RTYPE_VOLUME:
4077 /* Volume is to VolumeTexture what Surface is to Texture, but its
4078 * usage caps are not documented. Most driver seem to offer
4079 * (nearly) the same on Volume and VolumeTexture, so do that too. */
4080 if (!gl_info->supported[EXT_TEXTURE3D])
4081 {
4082 TRACE("[FAILED] - No volume texture support.\n");
4083 return WINED3DERR_NOTAVAILABLE;
4084 }
4085
4086 /* Filter formats that need conversion; For one part, this
4087 * conversion is unimplemented, and volume textures are huge, so
4088 * it would be a big performance hit. Unless we hit an application
4089 * needing one of those formats, don't advertize them to avoid
4090 * leading applications into temptation. The windows drivers don't
4091 * support most of those formats on volumes anyway. */
4092 if (format->convert)
4093 {
4094 TRACE("[FAILED] - No converted formats on volumes.\n");
4095 return WINED3DERR_NOTAVAILABLE;
4096 }
4097
4098 /* The GL_EXT_texture_compression_s3tc spec requires that loading
4099 * an s3tc compressed texture results in an error. While the D3D
4100 * refrast does support s3tc volumes, at least the nvidia Windows
4101 * driver does not, so we're free not to support this format. */
4102 switch (check_format_id)
4103 {
4104 case WINED3DFMT_DXT1:
4105 case WINED3DFMT_DXT2:
4106 case WINED3DFMT_DXT3:
4107 case WINED3DFMT_DXT4:
4108 case WINED3DFMT_DXT5:
4109 TRACE("[FAILED] - DXTn does not support 3D textures.\n");
4110 return WINED3DERR_NOTAVAILABLE;
4111
4112 default:
4113 /* Do nothing, continue with checking the format below */
4114 break;
4115 }
4116
4117 format_flags |= WINED3DFMT_FLAG_TEXTURE;
4118 allowed_usage = WINED3DUSAGE_DYNAMIC
4119 | WINED3DUSAGE_SOFTWAREPROCESSING
4120 | WINED3DUSAGE_QUERY_FILTER
4121 | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
4122 | WINED3DUSAGE_QUERY_SRGBREAD
4123 | WINED3DUSAGE_QUERY_SRGBWRITE
4124 | WINED3DUSAGE_QUERY_VERTEXTEXTURE
4125 | WINED3DUSAGE_QUERY_WRAPANDMIP;
4126 break;
4127
4128 default:
4129 FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4130 return WINED3DERR_NOTAVAILABLE;
4131 }
4132
4133 if ((usage & allowed_usage) != usage)
4134 {
4135 TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
4136 usage, debug_d3dresourcetype(resource_type), allowed_usage);
4137 return WINED3DERR_NOTAVAILABLE;
4138 }
4139
4140 if (usage & WINED3DUSAGE_QUERY_FILTER)
4141 format_flags |= WINED3DFMT_FLAG_FILTERING;
4142 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4143 format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
4144 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4145 format_flags |= WINED3DFMT_FLAG_SRGB_READ;
4146 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4147 format_flags |= WINED3DFMT_FLAG_SRGB_WRITE;
4148 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4149 format_flags |= WINED3DFMT_FLAG_VTF;
4150 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4151 format_flags |= WINED3DFMT_FLAG_BUMPMAP;
4152
4153 if ((format->flags & format_flags) != format_flags)
4154 {
4155 TRACE("Requested format flags %#x, but format %s only has %#x.\n",
4156 format_flags, debug_d3dformat(check_format_id), format->flags);
4157 return WINED3DERR_NOTAVAILABLE;
4158 }
4159
4160 if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D))
4161 {
4162 TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
4163 return WINED3DERR_NOTAVAILABLE;
4164 }
4165
4166 if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
4167 && !CheckDepthStencilCapability(adapter, adapter_format, format))
4168 {
4169 TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
4170 debug_d3dformat(check_format_id));
4171 return WINED3DERR_NOTAVAILABLE;
4172 }
4173
4174 if ((usage & WINED3DUSAGE_RENDERTARGET)
4175 && !CheckRenderTargetCapability(adapter, adapter_format, format))
4176 {
4177 TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
4178 debug_d3dformat(check_format_id));
4179 return WINED3DERR_NOTAVAILABLE;
4180 }
4181
4182 if ((usage & WINED3DUSAGE_AUTOGENMIPMAP) && !gl_info->supported[SGIS_GENERATE_MIPMAP])
4183 {
4184 TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
4185 return WINED3DOK_NOAUTOGEN;
4186 }
4187
4188 return WINED3D_OK;
4189}
4190
4191HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4192 enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4193{
4194 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4195 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4196 debug_d3dformat(dst_format));
4197
4198 return WINED3D_OK;
4199}
4200
4201HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
4202 enum wined3d_device_type device_type, enum wined3d_format_id display_format,
4203 enum wined3d_format_id backbuffer_format, BOOL windowed)
4204{
4205 UINT mode_count;
4206 HRESULT hr;
4207
4208 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4209 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4210 debug_d3dformat(backbuffer_format), windowed);
4211
4212 if (adapter_idx >= wined3d->adapter_count)
4213 return WINED3DERR_INVALIDCALL;
4214
4215 /* The task of this function is to check whether a certain display / backbuffer format
4216 * combination is available on the given adapter. In fullscreen mode microsoft specified
4217 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4218 * and display format should match exactly.
4219 * In windowed mode format conversion can occur and this depends on the driver. When format
4220 * conversion is done, this function should nevertheless fail and applications need to use
4221 * CheckDeviceFormatConversion.
4222 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4223
4224 /* There are only 4 display formats. */
4225 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4226 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4227 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4228 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4229 {
4230 TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4231 return WINED3DERR_NOTAVAILABLE;
4232 }
4233
4234 /* If the requested display format is not available, don't continue. */
4235 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx,
4236 display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN);
4237 if (!mode_count)
4238 {
4239 TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
4240 return WINED3DERR_NOTAVAILABLE;
4241 }
4242
4243 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4244 * it means 'reuse' the display format for the backbuffer. */
4245 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4246 {
4247 TRACE("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4248 return WINED3DERR_NOTAVAILABLE;
4249 }
4250
4251 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4252 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4253 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4254 {
4255 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4256 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4257 return WINED3DERR_NOTAVAILABLE;
4258 }
4259
4260 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4261 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4262 * WINED3DFMT_B5G5R5A1_UNORM. */
4263 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4264 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4265 {
4266 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4267 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4268 return WINED3DERR_NOTAVAILABLE;
4269 }
4270
4271 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4272 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4273 * WINED3DFMT_B8G8R8A8_UNORM. */
4274 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4275 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4276 {
4277 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4278 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4279 return WINED3DERR_NOTAVAILABLE;
4280 }
4281
4282 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4283 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4284 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4285 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4286 {
4287 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4288 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4289 return WINED3DERR_NOTAVAILABLE;
4290 }
4291
4292 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4293 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4294 WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format);
4295 if (FAILED(hr))
4296 TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
4297 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4298
4299 return hr;
4300}
4301
4302HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4303 enum wined3d_device_type device_type, WINED3DCAPS *caps)
4304{
4305 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4306 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4307 struct shader_caps shader_caps;
4308 struct fragment_caps fragment_caps;
4309 struct wined3d_vertex_caps vertex_caps;
4310 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4311
4312 TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4313 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4314
4315 if (adapter_idx >= wined3d->adapter_count)
4316 return WINED3DERR_INVALIDCALL;
4317
4318 caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
4319 caps->AdapterOrdinal = adapter_idx;
4320
4321 caps->Caps = 0;
4322 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4323 WINED3DCAPS2_FULLSCREENGAMMA |
4324 WINED3DCAPS2_DYNAMICTEXTURES;
4325 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4326 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4327
4328 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4329 WINED3DCAPS3_COPY_TO_VIDMEM |
4330 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4331
4332 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4333 WINED3DPRESENT_INTERVAL_ONE;
4334
4335 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4336 WINED3DCURSORCAPS_LOWRES;
4337
4338 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4339 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4340 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4341 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4342 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4343 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4344 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4345 WINED3DDEVCAPS_PUREDEVICE |
4346 WINED3DDEVCAPS_HWRASTERIZATION |
4347 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4348 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4349 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4350 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4351 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
4352
4353 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4354 WINED3DPMISCCAPS_CULLCCW |
4355 WINED3DPMISCCAPS_CULLCW |
4356 WINED3DPMISCCAPS_COLORWRITEENABLE |
4357 WINED3DPMISCCAPS_CLIPTLVERTS |
4358 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4359 WINED3DPMISCCAPS_MASKZ |
4360 WINED3DPMISCCAPS_BLENDOP |
4361 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4362 /* TODO:
4363 WINED3DPMISCCAPS_NULLREFERENCE
4364 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4365 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4366 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4367
4368 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4369 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4370 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4371 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4372 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
4373 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
4374
4375 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4376 WINED3DPRASTERCAPS_PAT |
4377 WINED3DPRASTERCAPS_WFOG |
4378 WINED3DPRASTERCAPS_ZFOG |
4379 WINED3DPRASTERCAPS_FOGVERTEX |
4380 WINED3DPRASTERCAPS_FOGTABLE |
4381 WINED3DPRASTERCAPS_STIPPLE |
4382 WINED3DPRASTERCAPS_SUBPIXEL |
4383 WINED3DPRASTERCAPS_ZTEST |
4384 WINED3DPRASTERCAPS_SCISSORTEST |
4385 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4386 WINED3DPRASTERCAPS_DEPTHBIAS;
4387
4388 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4389 {
4390 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4391 WINED3DPRASTERCAPS_ZBIAS |
4392 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4393 }
4394
4395 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4396 WINED3DPCMPCAPS_EQUAL |
4397 WINED3DPCMPCAPS_GREATER |
4398 WINED3DPCMPCAPS_GREATEREQUAL |
4399 WINED3DPCMPCAPS_LESS |
4400 WINED3DPCMPCAPS_LESSEQUAL |
4401 WINED3DPCMPCAPS_NEVER |
4402 WINED3DPCMPCAPS_NOTEQUAL;
4403
4404 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4405 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4406 WINED3DPBLENDCAPS_DESTALPHA |
4407 WINED3DPBLENDCAPS_DESTCOLOR |
4408 WINED3DPBLENDCAPS_INVDESTALPHA |
4409 WINED3DPBLENDCAPS_INVDESTCOLOR |
4410 WINED3DPBLENDCAPS_INVSRCALPHA |
4411 WINED3DPBLENDCAPS_INVSRCCOLOR |
4412 WINED3DPBLENDCAPS_ONE |
4413 WINED3DPBLENDCAPS_SRCALPHA |
4414 WINED3DPBLENDCAPS_SRCALPHASAT |
4415 WINED3DPBLENDCAPS_SRCCOLOR |
4416 WINED3DPBLENDCAPS_ZERO;
4417
4418 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4419 WINED3DPBLENDCAPS_DESTCOLOR |
4420 WINED3DPBLENDCAPS_INVDESTALPHA |
4421 WINED3DPBLENDCAPS_INVDESTCOLOR |
4422 WINED3DPBLENDCAPS_INVSRCALPHA |
4423 WINED3DPBLENDCAPS_INVSRCCOLOR |
4424 WINED3DPBLENDCAPS_ONE |
4425 WINED3DPBLENDCAPS_SRCALPHA |
4426 WINED3DPBLENDCAPS_SRCCOLOR |
4427 WINED3DPBLENDCAPS_ZERO;
4428 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4429 * according to the glBlendFunc manpage
4430 *
4431 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4432 * legacy settings for srcblend only
4433 */
4434
4435 if (gl_info->supported[EXT_BLEND_COLOR])
4436 {
4437 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4438 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4439 }
4440
4441
4442 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4443 WINED3DPCMPCAPS_EQUAL |
4444 WINED3DPCMPCAPS_GREATER |
4445 WINED3DPCMPCAPS_GREATEREQUAL |
4446 WINED3DPCMPCAPS_LESS |
4447 WINED3DPCMPCAPS_LESSEQUAL |
4448 WINED3DPCMPCAPS_NEVER |
4449 WINED3DPCMPCAPS_NOTEQUAL;
4450
4451 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4452 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4453 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4454 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4455 WINED3DPSHADECAPS_COLORFLATRGB |
4456 WINED3DPSHADECAPS_FOGFLAT |
4457 WINED3DPSHADECAPS_FOGGOURAUD |
4458 WINED3DPSHADECAPS_SPECULARFLATRGB;
4459
4460 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4461 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4462 WINED3DPTEXTURECAPS_TRANSPARENCY |
4463 WINED3DPTEXTURECAPS_BORDER |
4464 WINED3DPTEXTURECAPS_MIPMAP |
4465 WINED3DPTEXTURECAPS_PROJECTED |
4466 WINED3DPTEXTURECAPS_PERSPECTIVE;
4467
4468 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4469 {
4470 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4471 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4472 }
4473
4474 if (gl_info->supported[EXT_TEXTURE3D])
4475 {
4476 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4477 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4478 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4479 {
4480 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4481 }
4482 }
4483
4484 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4485 {
4486 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4487 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4488 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4489 {
4490 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4491 }
4492 }
4493
4494 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4495 WINED3DPTFILTERCAPS_MAGFPOINT |
4496 WINED3DPTFILTERCAPS_MINFLINEAR |
4497 WINED3DPTFILTERCAPS_MINFPOINT |
4498 WINED3DPTFILTERCAPS_MIPFLINEAR |
4499 WINED3DPTFILTERCAPS_MIPFPOINT |
4500 WINED3DPTFILTERCAPS_LINEAR |
4501 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4502 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4503 WINED3DPTFILTERCAPS_MIPLINEAR |
4504 WINED3DPTFILTERCAPS_MIPNEAREST |
4505 WINED3DPTFILTERCAPS_NEAREST;
4506
4507 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4508 {
4509 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4510 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4511 }
4512
4513 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4514 {
4515 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4516 WINED3DPTFILTERCAPS_MAGFPOINT |
4517 WINED3DPTFILTERCAPS_MINFLINEAR |
4518 WINED3DPTFILTERCAPS_MINFPOINT |
4519 WINED3DPTFILTERCAPS_MIPFLINEAR |
4520 WINED3DPTFILTERCAPS_MIPFPOINT |
4521 WINED3DPTFILTERCAPS_LINEAR |
4522 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4523 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4524 WINED3DPTFILTERCAPS_MIPLINEAR |
4525 WINED3DPTFILTERCAPS_MIPNEAREST |
4526 WINED3DPTFILTERCAPS_NEAREST;
4527
4528 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4529 {
4530 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4531 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4532 }
4533 }
4534 else
4535 {
4536 caps->CubeTextureFilterCaps = 0;
4537 }
4538
4539 if (gl_info->supported[EXT_TEXTURE3D])
4540 {
4541 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4542 WINED3DPTFILTERCAPS_MAGFPOINT |
4543 WINED3DPTFILTERCAPS_MINFLINEAR |
4544 WINED3DPTFILTERCAPS_MINFPOINT |
4545 WINED3DPTFILTERCAPS_MIPFLINEAR |
4546 WINED3DPTFILTERCAPS_MIPFPOINT |
4547 WINED3DPTFILTERCAPS_LINEAR |
4548 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4549 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4550 WINED3DPTFILTERCAPS_MIPLINEAR |
4551 WINED3DPTFILTERCAPS_MIPNEAREST |
4552 WINED3DPTFILTERCAPS_NEAREST;
4553 }
4554 else
4555 {
4556 caps->VolumeTextureFilterCaps = 0;
4557 }
4558
4559 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4560 WINED3DPTADDRESSCAPS_CLAMP |
4561 WINED3DPTADDRESSCAPS_WRAP;
4562
4563 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4564 {
4565 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4566 }
4567 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4568 {
4569 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4570 }
4571 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4572 {
4573 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4574 }
4575
4576 if (gl_info->supported[EXT_TEXTURE3D])
4577 {
4578 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4579 WINED3DPTADDRESSCAPS_CLAMP |
4580 WINED3DPTADDRESSCAPS_WRAP;
4581 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4582 {
4583 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4584 }
4585 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4586 {
4587 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4588 }
4589 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4590 {
4591 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4592 }
4593 }
4594 else
4595 {
4596 caps->VolumeTextureAddressCaps = 0;
4597 }
4598
4599 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4600 WINED3DLINECAPS_ZTEST |
4601 WINED3DLINECAPS_BLEND |
4602 WINED3DLINECAPS_ALPHACMP |
4603 WINED3DLINECAPS_FOG;
4604 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4605 * idea how generating the smoothing alpha values works; the result is different
4606 */
4607
4608 caps->MaxTextureWidth = gl_info->limits.texture_size;
4609 caps->MaxTextureHeight = gl_info->limits.texture_size;
4610
4611 if (gl_info->supported[EXT_TEXTURE3D])
4612 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4613 else
4614 caps->MaxVolumeExtent = 0;
4615
4616 caps->MaxTextureRepeat = 32768;
4617 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4618 caps->MaxVertexW = 1.0f;
4619
4620 caps->GuardBandLeft = 0.0f;
4621 caps->GuardBandTop = 0.0f;
4622 caps->GuardBandRight = 0.0f;
4623 caps->GuardBandBottom = 0.0f;
4624
4625 caps->ExtentsAdjust = 0.0f;
4626
4627 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4628 WINED3DSTENCILCAPS_INCRSAT |
4629 WINED3DSTENCILCAPS_INVERT |
4630 WINED3DSTENCILCAPS_KEEP |
4631 WINED3DSTENCILCAPS_REPLACE |
4632 WINED3DSTENCILCAPS_ZERO;
4633 if (gl_info->supported[EXT_STENCIL_WRAP])
4634 {
4635 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4636 WINED3DSTENCILCAPS_INCR;
4637 }
4638 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4639 {
4640 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4641 }
4642
4643 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4644 caps->MaxPointSize = gl_info->limits.pointsize_max;
4645
4646 caps->MaxPrimitiveCount = 0xfffff; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4647 caps->MaxVertexIndex = 0xfffff;
4648 caps->MaxStreams = MAX_STREAMS;
4649 caps->MaxStreamStride = 1024;
4650
4651 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4652 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4653 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4654 caps->MaxNpatchTessellationLevel = 0;
4655 caps->MasterAdapterOrdinal = 0;
4656 caps->AdapterOrdinalInGroup = 0;
4657 caps->NumberOfAdaptersInGroup = 1;
4658
4659 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4660
4661 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4662 WINED3DPTFILTERCAPS_MAGFPOINT |
4663 WINED3DPTFILTERCAPS_MINFLINEAR |
4664 WINED3DPTFILTERCAPS_MAGFLINEAR;
4665 caps->VertexTextureFilterCaps = 0;
4666
4667 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4668 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4669 adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
4670
4671 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4672 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4673
4674 caps->VertexShaderVersion = shader_caps.vs_version;
4675 caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
4676
4677 caps->PixelShaderVersion = shader_caps.ps_version;
4678 caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
4679
4680 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4681 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4682 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4683
4684 caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes;
4685 caps->MaxActiveLights = vertex_caps.max_active_lights;
4686 caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices;
4687 caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index;
4688 caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps;
4689 caps->FVFCaps = vertex_caps.fvf_caps;
4690 caps->RasterCaps |= vertex_caps.raster_caps;
4691
4692 /* The following caps are shader specific, but they are things we cannot detect, or which
4693 * are the same among all shader models. So to avoid code duplication set the shader version
4694 * specific, but otherwise constant caps here
4695 */
4696 if (caps->VertexShaderVersion >= 3)
4697 {
4698 /* Where possible set the caps based on OpenGL extensions and if they
4699 * aren't set (in case of software rendering) use the VS 3.0 from
4700 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4701 * VS3.0 value. */
4702 caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
4703 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4704 caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4705 caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
4706 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4707 caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4708
4709 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4710 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4711 }
4712 else if (caps->VertexShaderVersion == 2)
4713 {
4714 caps->VS20Caps.caps = 0;
4715 caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4716 caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
4717 caps->VS20Caps.static_flow_control_depth = 1;
4718
4719 caps->MaxVShaderInstructionsExecuted = 65535;
4720 caps->MaxVertexShader30InstructionSlots = 0;
4721 }
4722 else
4723 { /* VS 1.x */
4724 caps->VS20Caps.caps = 0;
4725 caps->VS20Caps.dynamic_flow_control_depth = 0;
4726 caps->VS20Caps.temp_count = 0;
4727 caps->VS20Caps.static_flow_control_depth = 0;
4728
4729 caps->MaxVShaderInstructionsExecuted = 0;
4730 caps->MaxVertexShader30InstructionSlots = 0;
4731 }
4732
4733 if (caps->PixelShaderVersion >= 3)
4734 {
4735 /* Where possible set the caps based on OpenGL extensions and if they
4736 * aren't set (in case of software rendering) use the PS 3.0 from
4737 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4738 * PS 3.0 value. */
4739
4740 /* Caps is more or less undocumented on MSDN but it appears to be
4741 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4742 * cards from Windows */
4743 caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4744 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4745 WINED3DPS20CAPS_PREDICATION |
4746 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4747 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4748 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4749 caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4750 caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
4751 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4752 caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4753 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4754 caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4755
4756 caps->MaxPShaderInstructionsExecuted = 65535;
4757 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4758 adapter->gl_info.limits.arb_ps_instructions);
4759 }
4760 else if(caps->PixelShaderVersion == 2)
4761 {
4762 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4763 caps->PS20Caps.caps = 0;
4764 caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4765 caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
4766 caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4767 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4768 caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4769
4770 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4771 caps->MaxPixelShader30InstructionSlots = 0;
4772 }
4773 else /* PS 1.x */
4774 {
4775 caps->PS20Caps.caps = 0;
4776 caps->PS20Caps.dynamic_flow_control_depth = 0;
4777 caps->PS20Caps.temp_count = 0;
4778 caps->PS20Caps.static_flow_control_depth = 0;
4779 caps->PS20Caps.instruction_slot_count = 0;
4780
4781 caps->MaxPShaderInstructionsExecuted = 0;
4782 caps->MaxPixelShader30InstructionSlots = 0;
4783 }
4784
4785 if (caps->VertexShaderVersion >= 2)
4786 {
4787 /* OpenGL supports all the formats below, perhaps not always
4788 * without conversion, but it supports them.
4789 * Further GLSL doesn't seem to have an official unsigned type so
4790 * don't advertise it yet as I'm not sure how we handle it.
4791 * We might need to add some clamping in the shader engine to
4792 * support it.
4793 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4794 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4795 WINED3DDTCAPS_UBYTE4N |
4796 WINED3DDTCAPS_SHORT2N |
4797 WINED3DDTCAPS_SHORT4N;
4798 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4799 {
4800 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4801 WINED3DDTCAPS_FLOAT16_4;
4802 }
4803 }
4804 else
4805 {
4806 caps->DeclTypes = 0;
4807 }
4808
4809 /* Set DirectDraw helper Caps */
4810 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4811 WINEDDCKEYCAPS_SRCBLT;
4812 fx_caps = WINEDDFXCAPS_BLTALPHA |
4813 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4814 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4815 WINEDDFXCAPS_BLTROTATION90 |
4816 WINEDDFXCAPS_BLTSHRINKX |
4817 WINEDDFXCAPS_BLTSHRINKXN |
4818 WINEDDFXCAPS_BLTSHRINKY |
4819 WINEDDFXCAPS_BLTSHRINKXN |
4820 WINEDDFXCAPS_BLTSTRETCHX |
4821 WINEDDFXCAPS_BLTSTRETCHXN |
4822 WINEDDFXCAPS_BLTSTRETCHY |
4823 WINEDDFXCAPS_BLTSTRETCHYN;
4824 blit_caps = WINEDDCAPS_BLT |
4825 WINEDDCAPS_BLTCOLORFILL |
4826 WINEDDCAPS_BLTDEPTHFILL |
4827 WINEDDCAPS_BLTSTRETCH |
4828 WINEDDCAPS_CANBLTSYSMEM |
4829 WINEDDCAPS_CANCLIP |
4830 WINEDDCAPS_CANCLIPSTRETCHED |
4831 WINEDDCAPS_COLORKEY |
4832 WINEDDCAPS_COLORKEYHWASSIST |
4833 WINEDDCAPS_ALIGNBOUNDARYSRC;
4834 pal_caps = WINEDDPCAPS_8BIT |
4835 WINEDDPCAPS_PRIMARYSURFACE;
4836
4837 /* Fill the ddraw caps structure */
4838 caps->ddraw_caps.caps = WINEDDCAPS_GDI |
4839 WINEDDCAPS_PALETTE |
4840 blit_caps;
4841 caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED |
4842 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4843 WINEDDCAPS2_PRIMARYGAMMA |
4844 WINEDDCAPS2_WIDESURFACES |
4845 WINEDDCAPS2_CANRENDERWINDOWED;
4846 caps->ddraw_caps.color_key_caps = ckey_caps;
4847 caps->ddraw_caps.fx_caps = fx_caps;
4848 caps->ddraw_caps.pal_caps = pal_caps;
4849 caps->ddraw_caps.svb_caps = blit_caps;
4850 caps->ddraw_caps.svb_color_key_caps = ckey_caps;
4851 caps->ddraw_caps.svb_fx_caps = fx_caps;
4852 caps->ddraw_caps.vsb_caps = blit_caps;
4853 caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
4854 caps->ddraw_caps.vsb_fx_caps = fx_caps;
4855 caps->ddraw_caps.ssb_caps = blit_caps;
4856 caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
4857 caps->ddraw_caps.ssb_fx_caps = fx_caps;
4858
4859 caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA |
4860 WINEDDSCAPS_BACKBUFFER |
4861 WINEDDSCAPS_FLIP |
4862 WINEDDSCAPS_FRONTBUFFER |
4863 WINEDDSCAPS_OFFSCREENPLAIN |
4864 WINEDDSCAPS_PALETTE |
4865 WINEDDSCAPS_PRIMARYSURFACE |
4866 WINEDDSCAPS_SYSTEMMEMORY |
4867 WINEDDSCAPS_VIDEOMEMORY |
4868 WINEDDSCAPS_VISIBLE;
4869 caps->ddraw_caps.stride_align = DDRAW_PITCH_ALIGNMENT;
4870
4871 if (!(wined3d->flags & WINED3D_NO3D))
4872 {
4873 caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
4874 WINEDDSCAPS_MIPMAP |
4875 WINEDDSCAPS_TEXTURE |
4876 WINEDDSCAPS_ZBUFFER;
4877 caps->ddraw_caps.caps |= WINEDDCAPS_3D;
4878 }
4879
4880 return WINED3D_OK;
4881}
4882
4883HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
4884 HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4885 struct wined3d_device **device)
4886{
4887 struct wined3d_device *object;
4888 HRESULT hr;
4889
4890 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4891 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4892
4893 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4894 * number and create a device without a 3D adapter for 2D only operation. */
4895 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4896 return WINED3DERR_INVALIDCALL;
4897
4898 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4899 if (!object)
4900 return E_OUTOFMEMORY;
4901
4902 hr = device_init(object, wined3d, adapter_idx, device_type,
4903 focus_window, flags, surface_alignment, device_parent);
4904 if (FAILED(hr))
4905 {
4906 WARN("Failed to initialize device, hr %#x.\n", hr);
4907 HeapFree(GetProcessHeap(), 0, object);
4908 return hr;
4909 }
4910
4911 TRACE("Created device %p.\n", object);
4912 *device = object;
4913
4914 device_parent->ops->wined3d_device_created(device_parent, *device);
4915
4916 return WINED3D_OK;
4917}
4918
4919static void WINE_GLAPI invalid_func(const void *data)
4920{
4921 ERR("Invalid vertex attribute function called\n");
4922 DebugBreak();
4923}
4924
4925static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4926{
4927 ERR("Invalid texcoord function called\n");
4928 DebugBreak();
4929}
4930
4931/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4932 * the extension detection and are used in drawStridedSlow
4933 */
4934static void WINE_GLAPI position_d3dcolor(const void *data)
4935{
4936 DWORD pos = *((const DWORD *)data);
4937
4938 FIXME("Add a test for fixed function position from d3dcolor type\n");
4939 context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
4940 D3DCOLOR_B_G(pos),
4941 D3DCOLOR_B_B(pos),
4942 D3DCOLOR_B_A(pos));
4943}
4944
4945static void WINE_GLAPI position_float4(const void *data)
4946{
4947 const GLfloat *pos = data;
4948
4949 if (pos[3] != 0.0f && pos[3] != 1.0f)
4950 {
4951 float w = 1.0f / pos[3];
4952
4953 context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4954 }
4955 else
4956 {
4957 context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
4958 }
4959}
4960
4961static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4962{
4963 DWORD diffuseColor = *((const DWORD *)data);
4964
4965 context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
4966 D3DCOLOR_B_G(diffuseColor),
4967 D3DCOLOR_B_B(diffuseColor),
4968 D3DCOLOR_B_A(diffuseColor));
4969}
4970
4971static void WINE_GLAPI specular_d3dcolor(const void *data)
4972{
4973 DWORD specularColor = *((const DWORD *)data);
4974 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4975 D3DCOLOR_B_G(specularColor),
4976 D3DCOLOR_B_B(specularColor)};
4977
4978 specular_func_3ubv(d);
4979}
4980
4981static void WINE_GLAPI warn_no_specular_func(const void *data)
4982{
4983 WARN("GL_EXT_secondary_color not supported\n");
4984}
4985
4986static void wined3d_adapter_init_ffp_attrib_ops(const struct wined3d_adapter *adapter)
4987{
4988 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4989 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4990
4991 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4992 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4993 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex3fv;
4994 if (!d3d_info->xyzrhw)
4995 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4996 else
4997 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex4fv;
4998 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4999 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5000 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5001 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex2sv;
5002 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5003 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5004 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5005 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5006 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5007 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5008 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5009 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5010 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5011 position_funcs[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5012
5013 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5014 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5015 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor3fv;
5016 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4fv;
5017 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5018 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5019 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5020 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5021 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4ubv;
5022 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5023 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4sv;
5024 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5025 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4usv;
5026 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5027 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5028 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5029 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5030 diffuse_funcs[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5031
5032 /* No 4 component entry points here */
5033 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5034 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5035 if (gl_info->supported[EXT_SECONDARY_COLOR])
5036 {
5037 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5038 }
5039 else
5040 {
5041 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5042 }
5043 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5044 if (gl_info->supported[EXT_SECONDARY_COLOR])
5045 {
5046 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5047 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5048 }
5049 else
5050 {
5051 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5052 }
5053 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5054 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5055 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5056 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5057 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5058 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5059 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5060 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5061 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5062 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5063 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5064 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5065 specular_funcs[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5066
5067 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5068 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5069 */
5070 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5071 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5072 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv;
5073 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv; /* Just ignore the 4th value */
5074 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5075 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5076 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5077 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5078 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5079 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5080 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5081 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5082 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5083 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5084 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5085 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5086 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5087 normal_funcs[WINED3D_FFP_EMIT_INVALID] = invalid_func;
5088
5089 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5090 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5091 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5092 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5093 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5094 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5095 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5096 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5097 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5098 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5099 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5100 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5101 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5102 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5103 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5104 if (gl_info->supported[NV_HALF_FLOAT])
5105 {
5106 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5107 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5108 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5109 } else {
5110 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5111 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5112 }
5113 multi_texcoord_funcs[WINED3D_FFP_EMIT_INVALID] = invalid_texcoord_func;
5114}
5115
5116static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
5117{
5118 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5119 int i;
5120
5121 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5122 {
5123 UINT attrib_count = 0;
5124 GLint cfg_count;
5125 int attribs[11];
5126 int values[11];
5127 int attribute;
5128
5129 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5130 GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
5131
5132 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
5133 attribs[attrib_count++] = WGL_RED_BITS_ARB;
5134 attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
5135 attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
5136 attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
5137 attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
5138 attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
5139 attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
5140 attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
5141 attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
5142 attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
5143 attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
5144
5145 for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
5146 {
5147 struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
5148 int format_id = i + 1;
5149
5150 if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
5151 continue;
5152
5153 cfg->iPixelFormat = format_id;
5154 cfg->redSize = values[0];
5155 cfg->greenSize = values[1];
5156 cfg->blueSize = values[2];
5157 cfg->alphaSize = values[3];
5158 cfg->colorSize = values[4];
5159 cfg->depthSize = values[5];
5160 cfg->stencilSize = values[6];
5161 cfg->windowDrawable = values[7];
5162 cfg->iPixelType = values[8];
5163 cfg->doubleBuffer = values[9];
5164 cfg->auxBuffers = values[10];
5165
5166 cfg->numSamples = 0;
5167 /* Check multisample support. */
5168 if (gl_info->supported[ARB_MULTISAMPLE])
5169 {
5170 int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5171 int values[2];
5172
5173 if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
5174 {
5175 /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
5176 * multisampling is supported. values[1] = number of
5177 * multisample buffers. */
5178 if (values[0])
5179 cfg->numSamples = values[1];
5180 }
5181 }
5182
5183 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5184 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5185 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
5186 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
5187 cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
5188
5189 ++adapter->cfg_count;
5190 }
5191 }
5192 else
5193 {
5194 int cfg_count;
5195
5196 cfg_count = DescribePixelFormat(dc, 0, 0, 0);
5197 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs));
5198
5199 for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
5200 {
5201 struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
5202 PIXELFORMATDESCRIPTOR pfd;
5203 int format_id = i + 1;
5204
5205 if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
5206 continue;
5207
5208 /* We only want HW acceleration using an OpenGL ICD driver.
5209 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering.
5210 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
5211 * driver (e.g. 3dfx minigl). */
5212 if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5213 {
5214 TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
5215 continue;
5216 }
5217
5218 cfg->iPixelFormat = format_id;
5219 cfg->redSize = pfd.cRedBits;
5220 cfg->greenSize = pfd.cGreenBits;
5221 cfg->blueSize = pfd.cBlueBits;
5222 cfg->alphaSize = pfd.cAlphaBits;
5223 cfg->colorSize = pfd.cColorBits;
5224 cfg->depthSize = pfd.cDepthBits;
5225 cfg->stencilSize = pfd.cStencilBits;
5226 cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5227 cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5228 cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5229 cfg->auxBuffers = pfd.cAuxBuffers;
5230 cfg->numSamples = 0;
5231
5232 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5233 "depth=%d, stencil=%d, windowDrawable=%d\n",
5234 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
5235 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
5236 cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
5237
5238 ++adapter->cfg_count;
5239 }
5240 }
5241}
5242
5243/**
5244 * Loads a system DLL.
5245 *
5246 * @returns Module handle or NULL
5247 * @param pszName The DLL name.
5248 */
5249static HMODULE loadSystemDll(const char *pszName)
5250{
5251 char szPath[MAX_PATH];
5252 UINT cchPath = GetSystemDirectoryA(szPath, sizeof(szPath));
5253 size_t cbName = strlen(pszName) + 1;
5254 if (cchPath + 1 + cbName > sizeof(szPath))
5255 return NULL;
5256 szPath[cchPath] = '\\';
5257 memcpy(&szPath[cchPath + 1], pszName, cbName);
5258 return LoadLibraryA(szPath);
5259}
5260
5261/* Do not call while under the GL lock. */
5262static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal)
5263{
5264 struct wined3d_gl_info *gl_info = &adapter->gl_info;
5265 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5266 unsigned int ctx_attrib_idx = 0;
5267 DISPLAY_DEVICEW display_device;
5268 GLint ctx_attribs[3];
5269#ifdef VBOX
5270 struct VBOXUHGSMI *pHgsmi = NULL;
5271#endif
5272
5273 TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
5274
5275 adapter->ordinal = ordinal;
5276 adapter->monitorPoint.x = -1;
5277 adapter->monitorPoint.y = -1;
5278
5279/* Dynamically load all GL core functions */
5280#ifdef USE_WIN32_OPENGL
5281 {
5282# ifndef VBOX
5283 HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
5284# else
5285 BOOL (APIENTRY *pDrvValidateVersion)(DWORD) DECLSPEC_HIDDEN;
5286# ifdef VBOX_WDDM_WOW64
5287 HMODULE mod_gl = loadSystemDll("VBoxOGL-x86.dll");
5288# else
5289 HMODULE mod_gl = loadSystemDll("VBoxOGL.dll");
5290# endif
5291 if (!mod_gl)
5292 {
5293 ERR("Can't load VBoxOGL.dll!\n");
5294 return FALSE;
5295 }
5296
5297 pDrvValidateVersion = (void*)GetProcAddress(mod_gl, "DrvValidateVersion");
5298 if(!pDrvValidateVersion) {
5299 ERR("Can't get DrvValidateVersion\n");
5300 FreeLibrary(mod_gl);
5301 return FALSE;
5302 }
5303 if(!pDrvValidateVersion(1)) {
5304 ERR("DrvValidateVersion FAILED\n");
5305 FreeLibrary(mod_gl);
5306 return FALSE;
5307 }
5308
5309# define VBOX_USE_FUNC(f) p##f = (void *)GetProcAddress(mod_gl, #f);
5310 VBOX_GL_FUNCS_GEN
5311# undef VBOX_USE_FUNC
5312# endif
5313# define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
5314 ALL_WGL_FUNCS
5315# undef USE_GL_FUNC
5316 gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
5317 }
5318#else
5319 /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
5320 {
5321 HDC hdc = GetDC( 0 );
5322 const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
5323 ReleaseDC( 0, hdc );
5324 if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
5325 gl_info->gl_ops.wgl = wgl_driver->wgl;
5326 gl_info->gl_ops.gl = wgl_driver->gl;
5327 }
5328#endif
5329
5330 glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
5331 glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
5332
5333#ifdef VBOX_WITH_WDDM
5334 pHgsmi = VBoxCrHgsmiCreate();
5335 if (!pHgsmi)
5336 {
5337 ERR("VBoxCrHgsmiCreate failed");
5338 return FALSE;
5339 }
5340#endif
5341
5342 if (!AllocateLocallyUniqueId(&adapter->luid))
5343 {
5344 ERR("Failed to set adapter LUID (%#x).\n", GetLastError());
5345 return FALSE;
5346 }
5347 TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
5348 adapter->luid.HighPart, adapter->luid.LowPart, adapter);
5349
5350 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx
5351#ifdef VBOX
5352 , pHgsmi
5353#endif
5354 ))
5355 {
5356 ERR("Failed to get a GL context for adapter %p.\n", adapter);
5357#ifdef VBOX_WITH_WDDM
5358 VBoxCrHgsmiDestroy(pHgsmi);
5359#endif
5360 return FALSE;
5361 }
5362
5363 if (context_debug_output_enabled(gl_info))
5364 {
5365 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB;
5366 ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB;
5367 }
5368 ctx_attribs[ctx_attrib_idx] = 0;
5369 wined3d_create_fake_gl_context_attribs(&fake_gl_ctx, gl_info, ctx_attribs);
5370
5371 if (!wined3d_adapter_init_gl_caps(adapter))
5372 {
5373 ERR("Failed to initialize GL caps for adapter %p.\n", adapter);
5374 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5375#ifdef VBOX_WITH_WDDM
5376 VBoxCrHgsmiDestroy(pHgsmi);
5377#endif
5378 return FALSE;
5379 }
5380
5381 wined3d_adapter_init_fb_cfgs(adapter, fake_gl_ctx.dc);
5382 /* We haven't found any suitable formats. This should only happen in
5383 * case of GDI software rendering, which is pretty useless anyway. */
5384 if (!adapter->cfg_count)
5385 {
5386 WARN("No suitable pixel formats found.\n");
5387 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5388 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5389#ifdef VBOX_WITH_WDDM
5390 VBoxCrHgsmiDestroy(pHgsmi);
5391#endif
5392 return FALSE;
5393 }
5394
5395 if (!wined3d_adapter_init_format_info(adapter))
5396 {
5397 ERR("Failed to initialize GL format info.\n");
5398 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5399 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5400#ifdef VBOX_WITH_WDDM
5401 VBoxCrHgsmiDestroy(pHgsmi);
5402#endif
5403 return FALSE;
5404 }
5405
5406#ifndef VBOX_WITH_WDDM
5407 adapter->TextureRam = adapter->driver_info.vidmem;
5408 adapter->UsedTextureRam = 0;
5409 TRACE("Emulating %u MB of texture ram.\n", adapter->TextureRam / (1024 * 1024));
5410#endif
5411
5412 display_device.cb = sizeof(display_device);
5413 EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
5414 TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
5415 strcpyW(adapter->DeviceName, display_device.DeviceName);
5416
5417 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5418
5419 wined3d_adapter_init_ffp_attrib_ops(adapter);
5420
5421#ifdef VBOX_WITH_WDDM
5422 VBoxCrHgsmiDestroy(pHgsmi);
5423#endif
5424
5425 return TRUE;
5426}
5427
5428static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
5429{
5430 DISPLAY_DEVICEW display_device;
5431
5432 memset(adapter, 0, sizeof(*adapter));
5433 adapter->ordinal = ordinal;
5434 adapter->monitorPoint.x = -1;
5435 adapter->monitorPoint.y = -1;
5436
5437 adapter->driver_info.name = "Display";
5438 adapter->driver_info.description = "WineD3D DirectDraw Emulation";
5439#ifndef VBOX_WITH_WDDM
5440 if (wined3d_settings.emulated_textureram)
5441 adapter->TextureRam = wined3d_settings.emulated_textureram;
5442 else
5443 adapter->TextureRam = 128 * 1024 * 1024;
5444#endif
5445
5446 initPixelFormatsNoGL(&adapter->gl_info);
5447
5448 adapter->vertex_pipe = &none_vertex_pipe;
5449 adapter->fragment_pipe = &none_fragment_pipe;
5450 adapter->shader_backend = &none_shader_backend;
5451 adapter->blitter = &cpu_blit;
5452
5453 display_device.cb = sizeof(display_device);
5454 EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
5455 TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
5456 strcpyW(adapter->DeviceName, display_device.DeviceName);
5457}
5458
5459static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5460
5461const struct wined3d_parent_ops wined3d_null_parent_ops =
5462{
5463 wined3d_null_wined3d_object_destroyed,
5464};
5465
5466/* Do not call while under the GL lock. */
5467HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags)
5468{
5469 wined3d->dxVersion = version;
5470 wined3d->ref = 1;
5471 wined3d->flags = flags;
5472
5473 TRACE("Initializing adapters.\n");
5474
5475 if (flags & WINED3D_NO3D)
5476 {
5477 wined3d_adapter_init_nogl(&wined3d->adapters[0], 0);
5478 wined3d->adapter_count = 1;
5479 return WINED3D_OK;
5480 }
5481
5482 if (!wined3d_adapter_init(&wined3d->adapters[0], 0))
5483 {
5484 WARN("Failed to initialize adapter.\n");
5485 return E_FAIL;
5486 }
5487 wined3d->adapter_count = 1;
5488
5489 return WINED3D_OK;
5490}
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