wined3d: Don't accept NULL as a valid result from glGetString().

This commit is contained in:
Henri Verbeet 2009-07-03 09:39:22 +02:00 committed by Alexandre Julliard
parent 532b99078e
commit 17688365ed
1 changed files with 419 additions and 356 deletions

View File

@ -477,162 +477,184 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
ENTER_GL();
gl_string = (const char *) glGetString(GL_RENDERER);
if (!gl_string) gl_string = "None";
gl_string = (const char *)glGetString(GL_RENDERER);
TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
if (!gl_string)
{
ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
return FALSE;
}
strcpy(gl_info->gl_renderer, gl_string);
gl_string = (const char *) glGetString(GL_VENDOR);
TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
if (gl_string != NULL) {
/* Fill in the GL vendor */
if (strstr(gl_string, "NVIDIA")) {
gl_info->gl_vendor = VENDOR_NVIDIA;
} else if (strstr(gl_string, "ATI")) {
gl_info->gl_vendor = VENDOR_ATI;
} else if (strstr(gl_string, "Intel(R)") ||
strstr(gl_info->gl_renderer, "Intel(R)") ||
strstr(gl_string, "Intel Inc.")) {
gl_info->gl_vendor = VENDOR_INTEL;
} else if (strstr(gl_string, "Mesa")) {
gl_info->gl_vendor = VENDOR_MESA;
} else {
gl_info->gl_vendor = VENDOR_WINE;
}
} else {
gl_info->gl_vendor = VENDOR_WINE;
gl_string = (const char *)glGetString(GL_VENDOR);
TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
if (!gl_string)
{
ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
return FALSE;
}
/* Fill in the GL vendor */
if (strstr(gl_string, "NVIDIA"))
{
gl_info->gl_vendor = VENDOR_NVIDIA;
}
else if (strstr(gl_string, "ATI"))
{
gl_info->gl_vendor = VENDOR_ATI;
}
else if (strstr(gl_string, "Intel(R)")
|| strstr(gl_info->gl_renderer, "Intel(R)")
|| strstr(gl_string, "Intel Inc."))
{
gl_info->gl_vendor = VENDOR_INTEL;
}
else if (strstr(gl_string, "Mesa"))
{
gl_info->gl_vendor = VENDOR_MESA;
}
else
{
FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
gl_info->gl_vendor = VENDOR_WINE;
}
TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
/* Parse the GL_VERSION field into major and minor information */
gl_string = (const char *) glGetString(GL_VERSION);
if (gl_string != NULL) {
gl_string = (const char *)glGetString(GL_VERSION);
TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
if (!gl_string)
{
ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
return FALSE;
}
/* First, parse the generic opengl version. This is supposed not to be convoluted with
* driver specific information
*/
gl_string_cursor = gl_string;
major = atoi(gl_string_cursor);
if(major <= 0) {
ERR("Invalid opengl major version: %d\n", major);
}
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
++gl_string_cursor;
}
if (*gl_string_cursor++ != '.') {
ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
}
minor = atoi(gl_string_cursor);
TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
/* First, parse the generic opengl version. This is supposed not to be
* convoluted with driver specific information. */
gl_string_cursor = gl_string;
/* Now parse the driver specific string which we'll report to the app */
switch (gl_info->gl_vendor) {
major = atoi(gl_string_cursor);
if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
minor = atoi(gl_string_cursor);
TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
/* Now parse the driver specific string which we'll report to the app. */
switch (gl_info->gl_vendor)
{
case VENDOR_NVIDIA:
gl_string_cursor = strstr(gl_string, "NVIDIA");
if (!gl_string_cursor) {
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
if (!gl_string_cursor)
{
ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
break;
}
gl_string_cursor = strstr(gl_string_cursor, " ");
if (!gl_string_cursor) {
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
if (!gl_string_cursor)
{
ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
break;
}
while (*gl_string_cursor == ' ') {
++gl_string_cursor;
}
while (*gl_string_cursor == ' ') ++gl_string_cursor;
if (!*gl_string_cursor) {
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
if (!*gl_string_cursor)
{
ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
break;
}
major = atoi(gl_string_cursor);
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
++gl_string_cursor;
}
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
if (*gl_string_cursor++ != '.') {
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
if (*gl_string_cursor++ != '.')
{
ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
break;
}
minor = atoi(gl_string_cursor);
minor = major*100+minor;
minor = major * 100 + minor;
major = 10;
break;
case VENDOR_ATI:
major = minor = 0;
gl_string_cursor = strchr(gl_string, '-');
if (gl_string_cursor) {
gl_string_cursor++;
if (gl_string_cursor)
{
++gl_string_cursor;
/* Check if version number is of the form x.y.z */
if ( *gl_string_cursor < '0' || *gl_string_cursor > '9'
|| *(gl_string_cursor+1) != '.'
|| *(gl_string_cursor+2) < '0' || *(gl_string_cursor+2) > '9'
|| *(gl_string_cursor+3) != '.'
|| *(gl_string_cursor+4) < '0' || *(gl_string_cursor+4) > '9' )
/* Mark version number as malformed */
/* Check if version number is of the form x.y.z. */
if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
|| gl_string_cursor[1] != '.'
|| gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
|| gl_string_cursor[3] != '.'
|| gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
/* Mark version number as malformed. */
gl_string_cursor = 0;
}
if (!gl_string_cursor)
WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
else {
{
WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
}
else
{
major = *gl_string_cursor - '0';
minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
}
break;
case VENDOR_INTEL:
/* Apple and Mesa version strings look differently, but both provide intel drivers */
if(strstr(gl_string, "APPLE")) {
/* Apple and Mesa version strings look differently, but both provide intel drivers. */
if (strstr(gl_string, "APPLE"))
{
/* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
* We only need the first part, and use the APPLE as identification
* "1.2 APPLE-1.4.56"
*/
* "1.2 APPLE-1.4.56". */
gl_string_cursor = gl_string;
major = atoi(gl_string_cursor);
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
++gl_string_cursor;
}
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
if (*gl_string_cursor++ != '.') {
ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
if (*gl_string_cursor++ != '.')
{
ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
break;
}
minor = atoi(gl_string_cursor);
break;
}
/* Fallthrough */
case VENDOR_MESA:
gl_string_cursor = strstr(gl_string, "Mesa");
gl_string_cursor = strstr(gl_string_cursor, " ");
while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
if (*gl_string_cursor) {
if (*gl_string_cursor)
{
char tmp[16];
int cursor = 0;
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
{
tmp[cursor++] = *gl_string_cursor;
++gl_string_cursor;
}
tmp[cursor] = 0;
major = atoi(tmp);
if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
++gl_string_cursor;
cursor = 0;
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
{
tmp[cursor++] = *gl_string_cursor;
++gl_string_cursor;
}
@ -644,17 +666,15 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
default:
major = 0;
minor = 9;
}
gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
/* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
} else {
FIXME("OpenGL driver did not return version information\n");
gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
break;
}
gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
debugstr_a(gl_string), major, minor, gl_info->driver_version);
/* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
/*
@ -701,286 +721,329 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
gl_info->max_pointsize = gl_floatv[1];
TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
/* Parse the gl supported features, in theory enabling parts of our code appropriately. */
GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
if (!GL_Extensions)
{
ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
return FALSE;
}
TRACE_(d3d_caps)("GL_Extensions reported:\n");
if (NULL == GL_Extensions) {
ERR(" GL_Extensions returns NULL\n");
} else {
gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
while (*GL_Extensions != 0x00) {
const char *Start;
char ThisExtn[256];
size_t len;
while (*GL_Extensions)
{
const char *start;
char current_ext[256];
size_t len;
while (isspace(*GL_Extensions)) GL_Extensions++;
Start = GL_Extensions;
while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
GL_Extensions++;
}
while (isspace(*GL_Extensions)) ++GL_Extensions;
start = GL_Extensions;
while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
len = GL_Extensions - Start;
if (len == 0 || len >= sizeof(ThisExtn))
continue;
len = GL_Extensions - start;
if (!len || len >= sizeof(current_ext)) continue;
memcpy(ThisExtn, Start, len);
ThisExtn[len] = '\0';
TRACE_(d3d_caps)("- %s\n", ThisExtn);
memcpy(current_ext, start, len);
current_ext[len] = '\0';
TRACE_(d3d_caps)("- %s\n", current_ext);
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
break;
}
}
}
LEAVE_GL();
/* Now work out what GL support this card really has */
#define USE_GL_FUNC(type, pfn, ext, replace) { \
DWORD ver = ver_for_ext(ext); \
if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
else gl_info->pfn = NULL; \
}
GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
WGL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
ENTER_GL();
/* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
* loading the functions, otherwise the code above will load the extension entry points instead of the
* core functions, which may not work
*/
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
{
if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
{
TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
break;
}
}
}
if (gl_info->supported[APPLE_FENCE]) {
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
* The apple extension interacts with some other apple exts. Disable the NV
* extension if the apple one is support to prevent confusion in other parts
* of the code
*/
gl_info->supported[NV_FENCE] = FALSE;
LEAVE_GL();
/* Now work out what GL support this card really has */
#define USE_GL_FUNC(type, pfn, ext, replace) \
{ \
DWORD ver = ver_for_ext(ext); \
if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
else if (ver && ver <= gl_info->gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
else gl_info->pfn = NULL; \
}
GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
WGL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
ENTER_GL();
/* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
* loading the functions, otherwise the code above will load the extension entry points instead of the
* core functions, which may not work. */
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
{
if (!gl_info->supported[EXTENSION_MAP[i].extension]
&& EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version)
{
TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
}
if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
/* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
}
if (gl_info->supported[APPLE_FENCE])
{
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
* The apple extension interacts with some other apple exts. Disable the NV
* extension if the apple one is support to prevent confusion in other parts
* of the code. */
gl_info->supported[NV_FENCE] = FALSE;
}
if (gl_info->supported[APPLE_FLOAT_PIXELS])
{
/* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
*
* The enums are the same:
* GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
* GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
* GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
* GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
* GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
*/
if (!gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
}
if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
}
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
/* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
* are supported. The nv extensions provide the same functionality as the
* ATI one, and a bit more(signed pixelformats). */
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
}
}
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
gl_info->max_buffers = gl_max;
TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->max_textures = min(MAX_TEXTURES, gl_max);
TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
GLint tmp;
glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
}
else
{
gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
}
TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GLint tmp;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
}
else
{
gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
}
TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
if (gl_info->supported[ARB_VERTEX_SHADER])
{
GLint tmp;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_vertex_samplers = tmp;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_combined_samplers = tmp;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
* an issue because then the sampler setup only depends on the two shaders. If a pixel
* shader is used with fixed function vertex processing we're fine too because fixed function
* vertex processing doesn't use any samplers. If fixed function fragment processing is
* used we have to make sure that all vertex sampler setups are valid together with all
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
* a fixed function pipeline anymore.
*
* The enums are the same:
* GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
* GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
* GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
* GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
* GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
*/
if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
}
if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
* So this is just a check to check that our assumption holds true. If not, write a warning
* and reduce the number of vertex samplers or probably disable vertex texture fetch. */
if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
&& MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
{
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
if (gl_info->max_combined_samplers > MAX_TEXTURES)
gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
else
gl_info->max_vertex_samplers = 0;
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
else
{
gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
}
if (gl_info->supported[NV_TEXTURE_SHADER2]) {
if(gl_info->supported[NV_REGISTER_COMBINERS]) {
/* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
* are supported. The nv extensions provide the same functionality as the
* ATI one, and a bit more(signed pixelformats)
*/
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
}
}
if (gl_info->supported[ARB_DRAW_BUFFERS]) {
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
gl_info->max_buffers = gl_max;
TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
}
if (gl_info->supported[ARB_MULTITEXTURE]) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->max_textures = min(MAX_TEXTURES, gl_max);
TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
}
if (gl_info->supported[ARB_VERTEX_BLEND])
{
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
gl_info->max_blends = gl_max;
TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
gl_info->max_texture3d_size = gl_max;
TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
}
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
gl_info->max_anisotropy = gl_max;
TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
gl_info->ps_arb_version = PS_VERSION_11;
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->ps_arb_constantsF = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->ps_arb_max_temps = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->ps_arb_max_instructions = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
}
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
gl_info->vs_arb_version = VS_VERSION_11;
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->vs_arb_constantsF = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->vs_arb_max_temps = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->vs_arb_max_instructions = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
if (gl_info->supported[NV_REGISTER_COMBINERS]) {
GLint tmp;
glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
} else {
gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
}
TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
GLint tmp;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
} else {
gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
}
TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
if (gl_info->supported[ARB_VERTEX_SHADER]) {
GLint tmp;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_vertex_samplers = tmp;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->max_combined_samplers = tmp;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
* an issue because then the sampler setup only depends on the two shaders. If a pixel
* shader is used with fixed function vertex processing we're fine too because fixed function
* vertex processing doesn't use any samplers. If fixed function fragment processing is
* used we have to make sure that all vertex sampler setups are valid together with all
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
* a fixed function pipeline anymore.
*
* So this is just a check to check that our assumption holds true. If not, write a warning
* and reduce the number of vertex samplers or probably disable vertex texture fetch.
*/
if(gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12 &&
MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
if( gl_info->max_combined_samplers > MAX_TEXTURES )
gl_info->max_vertex_samplers =
gl_info->max_combined_samplers - MAX_TEXTURES;
else
gl_info->max_vertex_samplers = 0;
}
} else {
gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
}
TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
}
if (gl_info->supported[ARB_VERTEX_BLEND]) {
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
gl_info->max_blends = gl_max;
TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
}
if (gl_info->supported[EXT_TEXTURE3D]) {
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
gl_info->max_texture3d_size = gl_max;
TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
}
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
gl_info->max_anisotropy = gl_max;
TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
gl_info->ps_arb_version = PS_VERSION_11;
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->ps_arb_constantsF = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
gl_info->ps_arb_max_local_constants = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local float constants: %d\n", gl_info->ps_arb_max_local_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->ps_arb_max_temps = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->ps_arb_max_instructions = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
}
if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
gl_info->vs_arb_version = VS_VERSION_11;
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->vs_arb_constantsF = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->vs_arb_max_temps = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->vs_arb_max_instructions = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
}
if (gl_info->supported[ARB_VERTEX_SHADER]) {
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->vs_glsl_constantsF = gl_max / 4;
TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->ps_glsl_constantsF = gl_max / 4;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
gl_info->max_glsl_varyings = gl_max;
TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
}
if (gl_info->supported[EXT_VERTEX_SHADER]) {
gl_info->vs_ati_version = VS_VERSION_11;
}
if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
gl_info->vs_nv_version = VS_VERSION_30;
} else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
gl_info->vs_nv_version = VS_VERSION_20;
} else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
gl_info->vs_nv_version = VS_VERSION_11;
} else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
gl_info->vs_nv_version = VS_VERSION_10;
}
if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
gl_info->ps_nv_version = PS_VERSION_30;
} else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
gl_info->ps_nv_version = PS_VERSION_20;
}
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
} else {
gl_info->max_shininess = 128.0;
}
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
/* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
* This saves a few redundant glDisable calls
*/
gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
}
if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
/* Disable NV_register_combiners and fragment shader if this is supported.
* generally the NV extensions are preferred over the ATI ones, and this
* extension is disabled if register_combiners and texture_shader2 are both
* supported. So we reach this place only if we have incomplete NV dxlevel 8
* fragment processing support
*/
gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
}
if(gl_info->supported[NV_HALF_FLOAT]) {
/* GL_ARB_half_float_vertex is a subset of GL_NV_half_float */
gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
}
if(gl_info->supported[ARB_POINT_SPRITE]) {
gl_info->max_point_sprite_units = gl_info->max_textures;
} else {
gl_info->max_point_sprite_units = 0;
}
if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
}
if (gl_info->supported[ARB_VERTEX_SHADER])
{
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->vs_glsl_constantsF = gl_max / 4;
TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->ps_glsl_constantsF = gl_max / 4;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
gl_info->max_glsl_varyings = gl_max;
TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
}
if (gl_info->supported[EXT_VERTEX_SHADER])
{
gl_info->vs_ati_version = VS_VERSION_11;
}
if (gl_info->supported[NV_VERTEX_PROGRAM3])
{
gl_info->vs_nv_version = VS_VERSION_30;
}
else if (gl_info->supported[NV_VERTEX_PROGRAM2])
{
gl_info->vs_nv_version = VS_VERSION_20;
}
else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
{
gl_info->vs_nv_version = VS_VERSION_11;
}
else if (gl_info->supported[NV_VERTEX_PROGRAM])
{
gl_info->vs_nv_version = VS_VERSION_10;
}
if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
{
gl_info->ps_nv_version = PS_VERSION_30;
}
else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
{
gl_info->ps_nv_version = PS_VERSION_20;
}
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
{
glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
}
else
{
gl_info->max_shininess = 128.0;
}
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
/* If we have full NP2 texture support, disable
* GL_ARB_texture_rectangle because we will never use it.
* This saves a few redundant glDisable calls. */
gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
}
if (gl_info->supported[ATI_FRAGMENT_SHADER])
{
/* Disable NV_register_combiners and fragment shader if this is supported.
* generally the NV extensions are preferred over the ATI ones, and this
* extension is disabled if register_combiners and texture_shader2 are both
* supported. So we reach this place only if we have incomplete NV dxlevel 8
* fragment processing support. */
gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
}
if (gl_info->supported[NV_HALF_FLOAT])
{
/* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
}
if (gl_info->supported[ARB_POINT_SPRITE])
{
gl_info->max_point_sprite_units = gl_info->max_textures;
}
else
{
gl_info->max_point_sprite_units = 0;
}
checkGLcall("extension detection\n");