Correct GetDeviceCaps so that it uses wined3dcaps as required by the
earlier device caps patch.
This commit is contained in:
parent
9feda99e3c
commit
784518d772
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@ -1161,13 +1161,12 @@ HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT
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/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
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subset of a D3DCAPS9 structure. However, it has to come via a void *
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as the d3d8 interface cannot import the d3d9 header */
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HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCapsIn) {
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HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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BOOL gotContext = FALSE;
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GLint gl_tex_size = 0;
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GLint gl_tex_size = 0;
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WineD3D_Context *fake_ctx = NULL;
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D3DCAPS9 *pCaps = (D3DCAPS9 *)pCapsIn;
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TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
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@ -1177,7 +1176,7 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
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/* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
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ie there is no GL Context - Get a default rendering context to enable the
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function query some info from GL */
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function query some info from GL */
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if (glXGetCurrentContext() == NULL) {
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fake_ctx = WineD3D_CreateFakeGLContext();
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if (NULL != fake_ctx) gotContext = TRUE;
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@ -1189,14 +1188,15 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
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FIXME_(d3d_caps)("GetDeviceCaps called but no GL Context - Returning dummy values\n");
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gl_tex_size=65535;
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pCaps->MaxTextureBlendStages = 2;
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pCaps->MaxSimultaneousTextures = 2;
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pCaps->MaxUserClipPlanes = 8;
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pCaps->MaxActiveLights = 8;
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pCaps->MaxVertexBlendMatrices = 0;
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pCaps->MaxVertexBlendMatrixIndex = 1;
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pCaps->MaxAnisotropy = 0;
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pCaps->MaxPointSize = 255.0;
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*(pCaps->MaxTextureBlendStages) = 2;
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*pCaps->MaxSimultaneousTextures = 2;
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*pCaps->MaxUserClipPlanes = 8;
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*pCaps->MaxActiveLights = 8;
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*pCaps->MaxVertexBlendMatrices = 0;
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*pCaps->MaxVertexBlendMatrixIndex = 1;
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*pCaps->MaxAnisotropy = 0;
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*pCaps->MaxPointSize = 255.0;
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} else {
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size);
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}
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@ -1212,167 +1212,181 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
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/* ------------------------------------------------
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The following fields apply to both d3d8 and d3d9
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------------------------------------------------ */
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pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
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pCaps->AdapterOrdinal = Adapter;
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*pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
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*pCaps->AdapterOrdinal = Adapter;
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pCaps->Caps = 0;
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pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
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pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
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pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
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*pCaps->Caps = 0;
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*pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
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*pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
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*pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
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pCaps->CursorCaps = 0;
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*pCaps->CursorCaps = 0;
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pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX |
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D3DDEVCAPS_HWTRANSFORMANDLIGHT |
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D3DDEVCAPS_PUREDEVICE | D3DDEVCAPS_HWRASTERIZATION;
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pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW |
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D3DPMISCCAPS_CULLCW |
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D3DPMISCCAPS_COLORWRITEENABLE |
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D3DPMISCCAPS_CLIPTLVERTS |
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D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
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D3DPMISCCAPS_MASKZ;
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*pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX |
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D3DDEVCAPS_HWTRANSFORMANDLIGHT |
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D3DDEVCAPS_PUREDEVICE |
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D3DDEVCAPS_HWRASTERIZATION;
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*pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW |
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D3DPMISCCAPS_CULLCW |
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D3DPMISCCAPS_COLORWRITEENABLE |
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D3DPMISCCAPS_CLIPTLVERTS |
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D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
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D3DPMISCCAPS_MASKZ;
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/*NOT: D3DPMISCCAPS_TSSARGTEMP*/
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pCaps->RasterCaps = D3DPRASTERCAPS_DITHER |
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D3DPRASTERCAPS_PAT |
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D3DPRASTERCAPS_WFOG |
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D3DPRASTERCAPS_ZFOG |
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D3DPRASTERCAPS_FOGVERTEX |
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D3DPRASTERCAPS_FOGTABLE |
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D3DPRASTERCAPS_FOGRANGE;
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*pCaps->RasterCaps = D3DPRASTERCAPS_DITHER |
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D3DPRASTERCAPS_PAT |
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D3DPRASTERCAPS_WFOG |
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D3DPRASTERCAPS_ZFOG |
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D3DPRASTERCAPS_FOGVERTEX |
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D3DPRASTERCAPS_FOGTABLE |
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D3DPRASTERCAPS_FOGRANGE;
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if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
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pCaps->RasterCaps |= D3DPRASTERCAPS_ANISOTROPY;
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*pCaps->RasterCaps |= D3DPRASTERCAPS_ANISOTROPY |
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D3DPRASTERCAPS_ZBIAS |
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D3DPRASTERCAPS_MIPMAPLODBIAS;
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}
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/* FIXME Add:
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D3DPRASTERCAPS_MIPMAPLODBIAS
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D3DPRASTERCAPS_ZBIAS
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D3DPRASTERCAPS_COLORPERSPECTIVE
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D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
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D3DPRASTERCAPS_ANTIALIASEDGES
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D3DPRASTERCAPS_ZBUFFERLESSHSR
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D3DPRASTERCAPS_WBUFFER */
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pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
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D3DPCMPCAPS_EQUAL |
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D3DPCMPCAPS_GREATER |
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D3DPCMPCAPS_GREATEREQUAL |
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D3DPCMPCAPS_LESS |
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D3DPCMPCAPS_LESSEQUAL |
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D3DPCMPCAPS_NEVER |
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D3DPCMPCAPS_NOTEQUAL;
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*pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
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D3DPCMPCAPS_EQUAL |
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D3DPCMPCAPS_GREATER |
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D3DPCMPCAPS_GREATEREQUAL |
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D3DPCMPCAPS_LESS |
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D3DPCMPCAPS_LESSEQUAL |
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D3DPCMPCAPS_NEVER |
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D3DPCMPCAPS_NOTEQUAL;
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pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
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pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
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pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
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*pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
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*pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
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*pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
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pCaps->ShadeCaps = D3DPSHADECAPS_SPECULARGOURAUDRGB |
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D3DPSHADECAPS_COLORGOURAUDRGB;
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*pCaps->ShadeCaps = D3DPSHADECAPS_SPECULARGOURAUDRGB |
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D3DPSHADECAPS_COLORGOURAUDRGB;
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pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA |
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D3DPTEXTURECAPS_ALPHAPALETTE |
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D3DPTEXTURECAPS_POW2 |
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D3DPTEXTURECAPS_VOLUMEMAP |
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D3DPTEXTURECAPS_MIPMAP |
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D3DPTEXTURECAPS_PROJECTED;
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*pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA |
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D3DPTEXTURECAPS_ALPHAPALETTE |
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D3DPTEXTURECAPS_VOLUMEMAP |
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D3DPTEXTURECAPS_MIPMAP |
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D3DPTEXTURECAPS_PROJECTED |
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D3DPTEXTURECAPS_PERSPECTIVE |
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D3DPTEXTURECAPS_VOLUMEMAP_POW2 ;
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/* TODO: add support for NON-POW2 if avaialble
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*/
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if (This->dxVersion > 8) {
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*pCaps->TextureCaps |= D3DPTEXTURECAPS_NONPOW2CONDITIONAL;
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} else { /* NONPOW2 isn't accessable by d3d8 yet */
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*pCaps->TextureCaps |= D3DPTEXTURECAPS_POW2;
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}
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if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
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pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP |
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D3DPTEXTURECAPS_MIPCUBEMAP |
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D3DPTEXTURECAPS_CUBEMAP_POW2;
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*pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP |
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D3DPTEXTURECAPS_MIPCUBEMAP |
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D3DPTEXTURECAPS_CUBEMAP_POW2;
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}
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pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR |
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D3DPTFILTERCAPS_MAGFPOINT |
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D3DPTFILTERCAPS_MINFLINEAR |
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D3DPTFILTERCAPS_MINFPOINT |
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D3DPTFILTERCAPS_MIPFLINEAR |
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D3DPTFILTERCAPS_MIPFPOINT;
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*pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR |
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D3DPTFILTERCAPS_MAGFPOINT |
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D3DPTFILTERCAPS_MINFLINEAR |
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D3DPTFILTERCAPS_MINFPOINT |
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D3DPTFILTERCAPS_MIPFLINEAR |
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D3DPTFILTERCAPS_MIPFPOINT;
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pCaps->CubeTextureFilterCaps = 0;
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pCaps->VolumeTextureFilterCaps = 0;
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*pCaps->CubeTextureFilterCaps = 0;
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*pCaps->VolumeTextureFilterCaps = 0;
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pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER |
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D3DPTADDRESSCAPS_CLAMP |
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D3DPTADDRESSCAPS_WRAP;
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*pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER |
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D3DPTADDRESSCAPS_CLAMP |
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D3DPTADDRESSCAPS_WRAP;
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if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
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pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
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*pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
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}
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if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
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pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
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*pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
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}
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if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
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pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
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*pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
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}
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pCaps->VolumeTextureAddressCaps = 0;
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*pCaps->VolumeTextureAddressCaps = 0;
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pCaps->LineCaps = D3DLINECAPS_TEXTURE |
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D3DLINECAPS_ZTEST;
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/* FIXME: Add
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*pCaps->LineCaps = D3DLINECAPS_TEXTURE |
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D3DLINECAPS_ZTEST;
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/* FIXME: Add
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D3DLINECAPS_BLEND
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D3DLINECAPS_ALPHACMP
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D3DLINECAPS_FOG */
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pCaps->MaxTextureWidth = gl_tex_size;
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pCaps->MaxTextureHeight = gl_tex_size;
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*pCaps->MaxTextureWidth = gl_tex_size;
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*pCaps->MaxTextureHeight = gl_tex_size;
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pCaps->MaxVolumeExtent = 0;
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*pCaps->MaxVolumeExtent = 0;
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pCaps->MaxTextureRepeat = 32768;
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pCaps->MaxTextureAspectRatio = 32768;
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pCaps->MaxVertexW = 1.0;
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*pCaps->MaxTextureRepeat = 32768;
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*pCaps->MaxTextureAspectRatio = 32768;
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*pCaps->MaxVertexW = 1.0;
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pCaps->GuardBandLeft = 0;
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pCaps->GuardBandTop = 0;
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pCaps->GuardBandRight = 0;
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pCaps->GuardBandBottom = 0;
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*pCaps->GuardBandLeft = 0;
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*pCaps->GuardBandTop = 0;
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*pCaps->GuardBandRight = 0;
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*pCaps->GuardBandBottom = 0;
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pCaps->ExtentsAdjust = 0;
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*pCaps->ExtentsAdjust = 0;
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pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
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D3DSTENCILCAPS_INCRSAT |
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D3DSTENCILCAPS_INVERT |
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D3DSTENCILCAPS_KEEP |
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D3DSTENCILCAPS_REPLACE |
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D3DSTENCILCAPS_ZERO;
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*pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
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D3DSTENCILCAPS_INCRSAT |
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D3DSTENCILCAPS_INVERT |
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D3DSTENCILCAPS_KEEP |
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D3DSTENCILCAPS_REPLACE |
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D3DSTENCILCAPS_ZERO;
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if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
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pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
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D3DSTENCILCAPS_INCR;
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*pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
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D3DSTENCILCAPS_INCR;
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}
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pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
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*pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
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pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
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D3DTEXOPCAPS_ADDSIGNED |
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D3DTEXOPCAPS_ADDSIGNED2X |
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D3DTEXOPCAPS_MODULATE |
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D3DTEXOPCAPS_MODULATE2X |
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D3DTEXOPCAPS_MODULATE4X |
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D3DTEXOPCAPS_SELECTARG1 |
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D3DTEXOPCAPS_SELECTARG2 |
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D3DTEXOPCAPS_DISABLE;
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*pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
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D3DTEXOPCAPS_ADDSIGNED |
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D3DTEXOPCAPS_ADDSIGNED2X |
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D3DTEXOPCAPS_MODULATE |
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D3DTEXOPCAPS_MODULATE2X |
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D3DTEXOPCAPS_MODULATE4X |
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D3DTEXOPCAPS_SELECTARG1 |
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D3DTEXOPCAPS_SELECTARG2 |
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D3DTEXOPCAPS_DISABLE;
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#if defined(GL_VERSION_1_3)
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pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
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D3DTEXOPCAPS_SUBTRACT;
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*pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
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D3DTEXOPCAPS_SUBTRACT;
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#endif
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if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
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GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
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GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
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pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
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D3DTEXOPCAPS_BLENDTEXTUREALPHA |
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D3DTEXOPCAPS_BLENDFACTORALPHA |
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D3DTEXOPCAPS_BLENDCURRENTALPHA |
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D3DTEXOPCAPS_LERP;
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if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
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GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
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GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
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*pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
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D3DTEXOPCAPS_BLENDTEXTUREALPHA |
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D3DTEXOPCAPS_BLENDFACTORALPHA |
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D3DTEXOPCAPS_BLENDCURRENTALPHA |
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D3DTEXOPCAPS_LERP;
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}
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if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
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pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH |
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D3DTEXOPCAPS_MULTIPLYADD |
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D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
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D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
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D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
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*pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH |
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D3DTEXOPCAPS_MULTIPLYADD |
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D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
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D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
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D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
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}
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#if 0
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@ -1384,99 +1398,122 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
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if (gotContext) {
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GLint gl_max;
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GLfloat gl_float;
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GLfloat gl_float;
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#if defined(GL_VERSION_1_3)
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_max);
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#else
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glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
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#endif
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TRACE_(d3d_caps)("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max);
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pCaps->MaxTextureBlendStages = min(8, gl_max);
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pCaps->MaxSimultaneousTextures = min(8, gl_max);
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*pCaps->MaxTextureBlendStages = min(8, gl_max);
|
||||
*pCaps->MaxSimultaneousTextures = min(8, gl_max);
|
||||
|
||||
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
|
||||
pCaps->MaxUserClipPlanes = min(D3DMAXUSERCLIPPLANES, gl_max);
|
||||
TRACE_(d3d_caps)("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", pCaps->MaxUserClipPlanes);
|
||||
*pCaps->MaxUserClipPlanes = min(D3DMAXUSERCLIPPLANES, gl_max);
|
||||
TRACE_(d3d_caps)("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", *pCaps->MaxUserClipPlanes);
|
||||
|
||||
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
|
||||
pCaps->MaxActiveLights = gl_max;
|
||||
TRACE_(d3d_caps)("GLCaps: GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights);
|
||||
*pCaps->MaxActiveLights = gl_max;
|
||||
TRACE_(d3d_caps)("GLCaps: GL_MAX_LIGHTS=%ld\n", *pCaps->MaxActiveLights);
|
||||
|
||||
if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
||||
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
|
||||
pCaps->MaxVertexBlendMatrices = gl_max;
|
||||
pCaps->MaxVertexBlendMatrixIndex = 1;
|
||||
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
|
||||
#if 0 /* TODO : add support for blends to drawprim */
|
||||
*pCaps->MaxVertexBlendMatrices = gl_max;
|
||||
#else
|
||||
*pCaps->MaxVertexBlendMatrices = 0;
|
||||
#endif
|
||||
*pCaps->MaxVertexBlendMatrixIndex = 1;
|
||||
} else {
|
||||
pCaps->MaxVertexBlendMatrices = 0;
|
||||
pCaps->MaxVertexBlendMatrixIndex = 1;
|
||||
*pCaps->MaxVertexBlendMatrices = 0;
|
||||
*pCaps->MaxVertexBlendMatrixIndex = 1;
|
||||
}
|
||||
|
||||
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
||||
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
|
||||
pCaps->MaxAnisotropy = gl_max;
|
||||
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
|
||||
*pCaps->MaxAnisotropy = gl_max;
|
||||
} else {
|
||||
pCaps->MaxAnisotropy = 0;
|
||||
*pCaps->MaxAnisotropy = 0;
|
||||
}
|
||||
|
||||
glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
|
||||
pCaps->MaxPointSize = gl_float;
|
||||
*pCaps->MaxPointSize = gl_float;
|
||||
}
|
||||
|
||||
pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
|
||||
D3DVTXPCAPS_MATERIALSOURCE7 |
|
||||
D3DVTXPCAPS_POSITIONALLIGHTS |
|
||||
D3DVTXPCAPS_LOCALVIEWER |
|
||||
D3DVTXPCAPS_TEXGEN;
|
||||
*pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS |
|
||||
D3DVTXPCAPS_MATERIALSOURCE7 |
|
||||
D3DVTXPCAPS_POSITIONALLIGHTS |
|
||||
D3DVTXPCAPS_LOCALVIEWER |
|
||||
D3DVTXPCAPS_TEXGEN;
|
||||
/* FIXME: Add
|
||||
D3DVTXPCAPS_TWEENING */
|
||||
|
||||
pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
|
||||
pCaps->MaxVertexIndex = 0xFFFFFFFF;
|
||||
pCaps->MaxStreams = MAX_STREAMS;
|
||||
pCaps->MaxStreamStride = 1024;
|
||||
*pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
|
||||
*pCaps->MaxVertexIndex = 0xFFFFFFFF;
|
||||
*pCaps->MaxStreams = MAX_STREAMS;
|
||||
*pCaps->MaxStreamStride = 1024;
|
||||
|
||||
if (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF)) {
|
||||
pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
|
||||
|
||||
if (This->gl_info.gl_vendor == VENDOR_MESA ||
|
||||
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
|
||||
|
||||
if (This->gl_info.gl_vendor == VENDOR_MESA ||
|
||||
This->gl_info.gl_vendor == VENDOR_WINE) {
|
||||
pCaps->MaxVertexShaderConst = 95;
|
||||
*pCaps->MaxVertexShaderConst = 95;
|
||||
} else {
|
||||
pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
|
||||
*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
|
||||
}
|
||||
} else {
|
||||
pCaps->VertexShaderVersion = 0;
|
||||
pCaps->MaxVertexShaderConst = 0;
|
||||
*pCaps->VertexShaderVersion = 0;
|
||||
*pCaps->MaxVertexShaderConst = 0;
|
||||
}
|
||||
|
||||
if ((ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != D3DDEVTYPE_REF)) {
|
||||
pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
|
||||
pCaps->PixelShader1xMaxValue = 1.0;
|
||||
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
|
||||
*pCaps->PixelShader1xMaxValue = 1.0;
|
||||
} else {
|
||||
pCaps->PixelShaderVersion = 0;
|
||||
pCaps->PixelShader1xMaxValue = 0.0;
|
||||
*pCaps->PixelShaderVersion = 0;
|
||||
*pCaps->PixelShader1xMaxValue = 0.0;
|
||||
}
|
||||
/* TODO: ARB_FRAGMENT_PROGRAM_100 */
|
||||
|
||||
/* ------------------------------------------------
|
||||
The following fields apply to d3d9 only
|
||||
------------------------------------------------ */
|
||||
if (This->dxVersion > 8) {
|
||||
GLint max_buffers=1;
|
||||
FIXME("Caps support for directx9 is nonexistent at the moment!\n");
|
||||
pCaps->DevCaps2 = 0;
|
||||
pCaps->MaxNpatchTessellationLevel = 0;
|
||||
pCaps->MasterAdapterOrdinal = 0;
|
||||
pCaps->AdapterOrdinalInGroup = 0;
|
||||
pCaps->NumberOfAdaptersInGroup = 1;
|
||||
pCaps->DeclTypes = 0;
|
||||
pCaps->NumSimultaneousRTs = 0;
|
||||
pCaps->StretchRectFilterCaps = 0;
|
||||
pCaps->VS20Caps.Caps = 0;
|
||||
pCaps->PS20Caps.Caps = 0;
|
||||
pCaps->VertexTextureFilterCaps = 0;
|
||||
pCaps->MaxVShaderInstructionsExecuted = 0;
|
||||
pCaps->MaxPShaderInstructionsExecuted = 0;
|
||||
pCaps->MaxVertexShader30InstructionSlots = 0;
|
||||
pCaps->MaxPixelShader30InstructionSlots = 0;
|
||||
*pCaps->DevCaps2 = 0;
|
||||
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
|
||||
*pCaps->MaxNpatchTessellationLevel = 0;
|
||||
*pCaps->MasterAdapterOrdinal = 0;
|
||||
*pCaps->AdapterOrdinalInGroup = 0;
|
||||
*pCaps->NumberOfAdaptersInGroup = 1;
|
||||
*pCaps->DeclTypes = 0;
|
||||
#if 0 /*FIXME: Simultaneous render targets*/
|
||||
GL_MAX_DRAW_BUFFERS_ATI 0x00008824
|
||||
if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
|
||||
ENTER_GL();
|
||||
glEnable(GL_MAX_DRAW_BUFFERS_ATI);
|
||||
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &max_buffers);
|
||||
glDisable(GL_MAX_DRAW_BUFFERS_ATI);
|
||||
LEAVE_GL();
|
||||
}
|
||||
#endif
|
||||
*pCaps->NumSimultaneousRTs = max_buffers;
|
||||
*pCaps->StretchRectFilterCaps = 0;
|
||||
/* TODO: add
|
||||
D3DPTFILTERCAPS_MINFPOINT
|
||||
D3DPTFILTERCAPS_MAGFPOINT
|
||||
D3DPTFILTERCAPS_MINFLINEAR
|
||||
D3DPTFILTERCAPS_MAGFLINEAR
|
||||
*/
|
||||
*pCaps->VS20Caps.Caps = 0;
|
||||
*pCaps->PS20Caps.Caps = 0;
|
||||
*pCaps->VertexTextureFilterCaps = 0;
|
||||
*pCaps->MaxVShaderInstructionsExecuted = 0;
|
||||
*pCaps->MaxPShaderInstructionsExecuted = 0;
|
||||
*pCaps->MaxVertexShader30InstructionSlots = 0;
|
||||
*pCaps->MaxPixelShader30InstructionSlots = 0;
|
||||
}
|
||||
|
||||
/* If we created a dummy context, throw it away */
|
||||
|
@ -1484,6 +1521,7 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
|
|||
return D3D_OK;
|
||||
}
|
||||
|
||||
|
||||
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
|
||||
and fields being inserted in the middle, a new structure is used in place */
|
||||
HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow,
|
||||
|
|
Loading…
Reference in New Issue