wined3d: Add a classic WGL pixel format backend as not all OpenGL implementations support WGL_ARB_pixel_format.

This should help for instance VirtualBox.
This commit is contained in:
Roderick Colenbrander 2009-03-15 11:30:10 +01:00 committed by Alexandre Julliard
parent 9181ddcd16
commit 4544efc972
1 changed files with 114 additions and 56 deletions

View File

@ -4301,13 +4301,9 @@ BOOL InitAdapters(IWineD3DImpl *This)
struct WineD3DAdapter *adapter = &This->adapters[0];
const WineD3D_GL_Info *gl_info = &adapter->gl_info;
int iPixelFormat;
int attribs[10];
int values[10];
int nAttribs = 0;
int res;
int i;
WineD3D_PixelFormat *cfgs;
int attribute;
DISPLAY_DEVICEW DisplayDevice;
HDC hdc;
@ -4359,66 +4355,128 @@ BOOL InitAdapters(IWineD3DImpl *This)
TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
cfgs = adapter->cfgs;
attribs[nAttribs++] = WGL_RED_BITS_ARB;
attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
{
res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
int attribute;
int attribs[10];
int values[10];
int nAttribs = 0;
if(!res)
continue;
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
/* Cache the pixel format */
cfgs->iPixelFormat = iPixelFormat;
cfgs->redSize = values[0];
cfgs->greenSize = values[1];
cfgs->blueSize = values[2];
cfgs->alphaSize = values[3];
cfgs->depthSize = values[4];
cfgs->stencilSize = values[5];
cfgs->windowDrawable = values[6];
cfgs->iPixelType = values[7];
cfgs->doubleBuffer = values[8];
cfgs->auxBuffers = values[9];
adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
cfgs = adapter->cfgs;
attribs[nAttribs++] = WGL_RED_BITS_ARB;
attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
cfgs->pbufferDrawable = FALSE;
/* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
int attrib = WGL_DRAW_TO_PBUFFER_ARB;
int value;
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
cfgs->pbufferDrawable = value;
}
for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
{
res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
cfgs->numSamples = 0;
/* Check multisample support */
if(GL_SUPPORT(ARB_MULTISAMPLE)) {
int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
int value[2];
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
/* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
* value[1] = number of multi sample buffers*/
if(value[0])
cfgs->numSamples = value[1];
if(!res)
continue;
/* Cache the pixel format */
cfgs->iPixelFormat = iPixelFormat;
cfgs->redSize = values[0];
cfgs->greenSize = values[1];
cfgs->blueSize = values[2];
cfgs->alphaSize = values[3];
cfgs->depthSize = values[4];
cfgs->stencilSize = values[5];
cfgs->windowDrawable = values[6];
cfgs->iPixelType = values[7];
cfgs->doubleBuffer = values[8];
cfgs->auxBuffers = values[9];
cfgs->pbufferDrawable = FALSE;
/* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
int attrib = WGL_DRAW_TO_PBUFFER_ARB;
int value;
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
cfgs->pbufferDrawable = value;
}
cfgs->numSamples = 0;
/* Check multisample support */
if(GL_SUPPORT(ARB_MULTISAMPLE)) {
int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
int value[2];
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
/* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
* value[1] = number of multi sample buffers*/
if(value[0])
cfgs->numSamples = value[1];
}
}
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
cfgs++;
}
}
else
{
int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
cfgs = adapter->cfgs;
for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
{
PIXELFORMATDESCRIPTOR ppfd;
res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
if(!res)
continue;
/* We only want HW acceleration using an OpenGL ICD driver.
* PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
* PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
*/
if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
{
TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
continue;
}
cfgs->iPixelFormat = iPixelFormat;
cfgs->redSize = ppfd.cRedBits;
cfgs->greenSize = ppfd.cGreenBits;
cfgs->blueSize = ppfd.cBlueBits;
cfgs->alphaSize = ppfd.cAlphaBits;
cfgs->depthSize = ppfd.cDepthBits;
cfgs->stencilSize = ppfd.cStencilBits;
cfgs->pbufferDrawable = 0;
cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
cfgs->auxBuffers = ppfd.cAuxBuffers;
cfgs->numSamples = 0;
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
cfgs++;
adapter->nCfgs++;
}
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
cfgs++;
/* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
if(!adapter->nCfgs)
{
ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
WineD3D_ReleaseFakeGLContext();
HeapFree(GetProcessHeap(), 0, adapter->cfgs);
goto nogl_adapter;
}
}
/* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't