/* * IWineD3D implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* Compile time diagnostics: */ /* Uncomment this to force only a single display mode to be exposed: */ /*#define DEBUG_SINGLE_MODE*/ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); #define GLINFO_LOCATION This->gl_info /********************************************************** * Utility functions follow **********************************************************/ /* x11drv GDI escapes */ #define X11DRV_ESCAPE 6789 enum x11drv_escape_codes { X11DRV_GET_DISPLAY, /* get X11 display for a DC */ X11DRV_GET_DRAWABLE, /* get current drawable for a DC */ X11DRV_GET_FONT, /* get current X font for a DC */ }; /* retrieve the X display to use on a given DC */ inline static Display *get_display( HDC hdc ) { Display *display; enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY; if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape, sizeof(display), (LPSTR)&display )) display = NULL; return display; } /* lookup tables */ int minLookup[MAX_LOOKUPS]; int maxLookup[MAX_LOOKUPS]; DWORD *stateLookup[MAX_LOOKUPS]; DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; /** * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created * ie there is no GL Context - Get a default rendering context to enable the * function query some info from GL */ static WineD3D_Context* WineD3D_CreateFakeGLContext(void) { static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 }; WineD3D_Context* ret = NULL; if (glXGetCurrentContext() == NULL) { BOOL gotContext = FALSE; BOOL created = FALSE; XVisualInfo template; HDC device_context; Visual* visual; BOOL failed = FALSE; int num; XWindowAttributes win_attr; TRACE_(d3d_caps)("Creating Fake GL Context\n"); ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window"); /* Get the display */ device_context = GetDC(0); ctx.display = get_display(device_context); ReleaseDC(0, device_context); /* Get the X visual */ ENTER_GL(); if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) { visual = win_attr.visual; } else { visual = DefaultVisual(ctx.display, DefaultScreen(ctx.display)); } template.visualid = XVisualIDFromVisual(visual); ctx.visInfo = XGetVisualInfo(ctx.display, VisualIDMask, &template, &num); if (ctx.visInfo == NULL) { LEAVE_GL(); WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n"); failed = TRUE; } /* Create a GL context */ if (!failed) { ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE); if (ctx.glCtx == NULL) { LEAVE_GL(); WARN_(d3d_caps)("Error creating default context for capabilities initialization\n"); failed = TRUE; } } /* Make it the current GL context */ if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) { glXDestroyContext(ctx.display, ctx.glCtx); LEAVE_GL(); WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n"); failed = TRUE; } /* It worked! Wow... */ if (!failed) { gotContext = TRUE; created = TRUE; ret = &ctx; } else { ret = NULL; } } else { if (ctx.ref > 0) ret = &ctx; } if (NULL != ret) InterlockedIncrement(&ret->ref); return ret; } static void WineD3D_ReleaseFakeGLContext(WineD3D_Context* ctx) { /* If we created a dummy context, throw it away */ if (NULL != ctx) { if (0 == InterlockedDecrement(&ctx->ref)) { glXMakeCurrent(ctx->display, None, NULL); glXDestroyContext(ctx->display, ctx->glCtx); ctx->display = NULL; ctx->glCtx = NULL; LEAVE_GL(); } } } /********************************************************** * IUnknown parts follows **********************************************************/ static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DDevice)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) { IWineD3DImpl *This = (IWineD3DImpl *)iface; ULONG refCount = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1); return refCount; } static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) { IWineD3DImpl *This = (IWineD3DImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %ld\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { HeapFree(GetProcessHeap(), 0, This); } return ref; } /* Set the shader type for this device, depending on the given capabilities, * the device type, and the user preferences in wined3d_settings */ static void select_shader_mode( WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int* ps_selected, int* vs_selected) { /* Give priority to user disable/emulation request. * Then respect REF device for software. * Then check capabilities for hardware, and fallback to software */ if (wined3d_settings.vs_mode == VS_NONE) { *vs_selected = SHADER_NONE; } else if (DeviceType == WINED3DDEVTYPE_REF || wined3d_settings.vs_mode == VS_SW) { *vs_selected = SHADER_SW; } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) { *vs_selected = SHADER_GLSL; } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) { *vs_selected = SHADER_ARB; } else { *vs_selected = SHADER_SW; } /* Fallback to SHADER_NONE where software pixel shaders should be used */ if (wined3d_settings.ps_mode == PS_NONE) { *ps_selected = SHADER_NONE; } else if (DeviceType == WINED3DDEVTYPE_REF) { *ps_selected = SHADER_NONE; } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) { *ps_selected = SHADER_GLSL; } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { *ps_selected = SHADER_ARB; } else { *ps_selected = SHADER_NONE; } } /** Select the number of report maximum shader constants based on the selected shader modes */ void select_shader_max_constants(WineD3D_GL_Info *gl_info) { switch (wined3d_settings.vs_selected_mode) { case SHADER_GLSL: /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */ gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - MAX_CONST_B - MAX_CONST_I - 1; break; case SHADER_ARB: /* We have to subtract any other PARAMs that we might use in our shader programs. * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1, * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */ gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3; break; case SHADER_SW: gl_info->max_vshader_constantsF = 96; /* TODO: Fixup software shaders */ break; default: gl_info->max_vshader_constantsF = 0; break; } switch (wined3d_settings.ps_selected_mode) { case SHADER_GLSL: /* Subtract the other potential uniforms from the max available (bools & ints) */ gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - MAX_CONST_B - MAX_CONST_I; break; case SHADER_ARB: gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF; break; case SHADER_SW: gl_info->max_pshader_constantsF = 96; /* TODO: Fixup software shaders */ break; default: gl_info->max_pshader_constantsF = 0; break; } } /********************************************************** * IWineD3D parts follows **********************************************************/ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) { IWineD3DImpl *This = (IWineD3DImpl *)iface; WineD3D_GL_Info *gl_info = &This->gl_info; const char *GL_Extensions = NULL; const char *GLX_Extensions = NULL; const char *gl_string = NULL; const char *gl_string_cursor = NULL; GLint gl_max; GLfloat gl_float; Bool test = 0; int major, minor; WineD3D_Context *fake_ctx = NULL; BOOL gotContext = FALSE; int i; /* Make sure that we've got a context */ if (glXGetCurrentContext() == NULL) { /* TODO: CreateFakeGLContext should really take a display as a parameter */ fake_ctx = WineD3D_CreateFakeGLContext(); if (NULL != fake_ctx) gotContext = TRUE; } else { gotContext = TRUE; } TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display); gl_string = (const char *) glGetString(GL_RENDERER); strcpy(gl_info->gl_renderer, gl_string); /* Fill in the GL info retrievable depending on the display */ if (NULL != display) { test = glXQueryVersion(display, &major, &minor); gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF); } else { FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n"); } 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)")) { 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; } 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) { 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)); 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)); break; } while (*gl_string_cursor == ' ') { ++gl_string_cursor; } 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; } 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; major = 10; break; case VENDOR_ATI: major = minor = 0; gl_string_cursor = strchr(gl_string, '-'); if (gl_string_cursor) { int error = 0; gl_string_cursor++; /* Check if version number is of the form x.y.z */ if (*gl_string_cursor > '9' && *gl_string_cursor < '0') error = 1; if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0') error = 1; if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0') error = 1; if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.') error = 1; /* Mark version number as malformed */ if (error) gl_string_cursor = 0; } if (!gl_string_cursor) 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'); } break; case VENDOR_INTEL: 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) { char tmp[16]; int 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)); ++gl_string_cursor; cursor = 0; while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') { tmp[cursor++] = *gl_string_cursor; ++gl_string_cursor; } tmp[cursor] = 0; minor = atoi(tmp); } break; default: major = 0; minor = 9; } gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor); TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08lx)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version); /* Fill in the renderer information */ switch (gl_info->gl_vendor) { case VENDOR_NVIDIA: if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) { gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600; } else if (strstr(gl_info->gl_renderer, "GeForceFX")) { gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5900ULTRA; } else if (strstr(gl_info->gl_renderer, "Quadro FX 3000")) { gl_info->gl_card = CARD_NVIDIA_QUADROFX_3000; } else if (strstr(gl_info->gl_renderer, "GeForce 6800")) { gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800ULTRA; } else if (strstr(gl_info->gl_renderer, "Quadro FX 4000")) { gl_info->gl_card = CARD_NVIDIA_QUADROFX_4000; } else if (strstr(gl_info->gl_renderer, "GeForce 7800")) { gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800ULTRA; } else { gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600; } break; case VENDOR_ATI: if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) { gl_info->gl_card = CARD_ATI_RADEON_9800PRO; } else if (strstr(gl_info->gl_renderer, "RADEON 9700 PRO")) { gl_info->gl_card = CARD_ATI_RADEON_9700PRO; } else { gl_info->gl_card = CARD_ATI_RADEON_8500; } break; case VENDOR_INTEL: if (strstr(gl_info->gl_renderer, "915GM")) { gl_info->gl_card = CARD_INTEL_I915GM; } else if (strstr(gl_info->gl_renderer, "915G")) { gl_info->gl_card = CARD_INTEL_I915G; } else if (strstr(gl_info->gl_renderer, "865G")) { gl_info->gl_card = CARD_INTEL_I865G; } else if (strstr(gl_info->gl_renderer, "855G")) { gl_info->gl_card = CARD_INTEL_I855G; } else if (strstr(gl_info->gl_renderer, "830G")) { gl_info->gl_card = CARD_INTEL_I830G; } else { gl_info->gl_card = CARD_INTEL_I915G; } break; default: gl_info->gl_card = CARD_WINE; break; } } else { FIXME("get version string returned null\n"); } TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card); /* * Initialize openGL extension related variables * with Default values */ memset(&gl_info->supported, 0, sizeof(gl_info->supported)); gl_info->max_textures = 1; gl_info->max_texture_stages = 1; gl_info->max_samplers = 1; gl_info->max_sampler_stages = 1; gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED; gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED; gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED; gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED; gl_info->vs_glsl_constantsF = 0; gl_info->ps_glsl_constantsF = 0; gl_info->vs_arb_constantsF = 0; gl_info->ps_arb_constantsF = 0; /* Now work out what GL support this card really has */ #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn); GL_EXT_FUNCS_GEN; GLX_EXT_FUNCS_GEN; #undef USE_GL_FUNC /* Retrieve opengl defaults */ glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max); gl_info->max_clipplanes = min(D3DMAXUSERCLIPPLANES, gl_max); TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max); glGetIntegerv(GL_MAX_LIGHTS, &gl_max); gl_info->max_lights = gl_max; TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max); gl_info->max_texture_size = gl_max; TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max); glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float); gl_info->max_pointsize = gl_float; TRACE_(d3d_caps)("Maximum point size support - max texture size=%f\n", gl_float); /* Parse the gl supported features, in theory enabling parts of our code appropriately */ GL_Extensions = (const char *) glGetString(GL_EXTENSIONS); TRACE_(d3d_caps)("GL_Extensions reported:\n"); if (NULL == GL_Extensions) { ERR(" GL_Extensions returns NULL\n"); } else { while (*GL_Extensions != 0x00) { const char *Start = GL_Extensions; char ThisExtn[256]; memset(ThisExtn, 0x00, sizeof(ThisExtn)); while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) { GL_Extensions++; } memcpy(ThisExtn, Start, (GL_Extensions - Start)); TRACE_(d3d_caps)("- %s\n", ThisExtn); /** * ARB */ if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) { gl_info->ps_arb_version = PS_VERSION_11; TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version); gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max); TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max); gl_info->max_samplers = min(MAX_SAMPLERS, gl_max); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max); gl_info->ps_arb_constantsF = gl_max; } else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) { gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE; glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max); gl_info->ps_glsl_constantsF = gl_max; } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) { TRACE_(d3d_caps)(" FOUND: ARB imaging support\n"); gl_info->supported[ARB_IMAGING] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n"); gl_info->supported[ARB_MULTISAMPLE] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) { glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max); gl_info->supported[ARB_MULTITEXTURE] = TRUE; gl_info->max_textures = min(MAX_TEXTURES, gl_max); gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max); gl_info->max_samplers = max(gl_info->max_samplers, gl_max); } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n"); gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE; TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n"); gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n"); gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n"); gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n"); gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n"); gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n"); gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n"); gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE; } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) { TRACE_(d3d_caps)(" FOUND: ARB multisample support\n"); gl_info->supported[ARB_MULTISAMPLE] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n"); gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) { TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n"); gl_info->supported[ARB_POINT_SPRITE] = TRUE; } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) { gl_info->vs_arb_version = VS_VERSION_11; TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version); gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE; GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max); gl_info->vs_arb_constantsF = gl_max; } else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) { gl_info->supported[ARB_VERTEX_SHADER] = TRUE; glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max); TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max); gl_info->vs_glsl_constantsF = gl_max; } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) { glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max); TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max); gl_info->max_blends = gl_max; gl_info->supported[ARB_VERTEX_BLEND] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n"); gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n"); gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE; } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n"); gl_info->supported[ARB_POINT_PARAMETERS] = TRUE; /** * EXT */ } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n"); gl_info->supported[EXT_FOG_COORD] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n"); gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */ TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n"); gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n"); gl_info->supported[EXT_POINT_PARAMETERS] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n"); gl_info->supported[EXT_SECONDARY_COLOR] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n"); gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n"); gl_info->supported[EXT_STENCIL_WRAP] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n"); gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n"); gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n"); gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n"); gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) { gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE; glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max); TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max); gl_info->max_anisotropy = gl_max; } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n"); gl_info->supported[EXT_TEXTURE_LOD] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n"); gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) { TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n"); gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE; /** * NVIDIA */ } else if (strstr(ThisExtn, "GL_NV_fog_distance")) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n"); gl_info->supported[NV_FOG_DISTANCE] = TRUE; } else if (strstr(ThisExtn, "GL_NV_fragment_program")) { gl_info->ps_nv_version = PS_VERSION_11; TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version); } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) { glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max); gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max); TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max); gl_info->supported[NV_REGISTER_COMBINERS] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n"); gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n"); gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n"); gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n"); gl_info->supported[NV_TEXTURE_SHADER] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n"); gl_info->supported[NV_TEXTURE_SHADER2] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n"); gl_info->supported[NV_TEXTURE_SHADER3] = TRUE; } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n"); gl_info->supported[NV_OCCLUSION_QUERY] = TRUE; } else if (strstr(ThisExtn, "GL_NV_vertex_program")) { gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10); gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2")) ? VS_VERSION_20 : VS_VERSION_10); TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version); gl_info->supported[NV_VERTEX_PROGRAM] = TRUE; /** * ATI */ /** TODO */ } else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) { TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n"); gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE; } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) { TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n"); gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE; } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) { TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n"); gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE; } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) { gl_info->vs_ati_version = VS_VERSION_11; TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version); gl_info->supported[EXT_VERTEX_SHADER] = TRUE; } if (*GL_Extensions == ' ') GL_Extensions++; } } checkGLcall("extension detection\n"); gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages); /* Load all the lookup tables TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */ minLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_WRAP; maxLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_MIRRORONCE; minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE; maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC; for (i = 0; i < MAX_LOOKUPS; i++) { stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) ); } stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT; stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE; stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] = gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] = gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] = gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT; stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] = gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT; stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST; stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST; stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR; stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST; minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR; minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR; minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR; minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST; minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST; minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR; minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR; minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST; minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR; minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR; minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; /* TODO: config lookups */ if (display != NULL) { GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display)); TRACE_(d3d_caps)("GLX_Extensions reported:\n"); if (NULL == GLX_Extensions) { ERR(" GLX_Extensions returns NULL\n"); } else { while (*GLX_Extensions != 0x00) { const char *Start = GLX_Extensions; char ThisExtn[256]; memset(ThisExtn, 0x00, sizeof(ThisExtn)); while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) { GLX_Extensions++; } memcpy(ThisExtn, Start, (GLX_Extensions - Start)); TRACE_(d3d_caps)("- %s\n", ThisExtn); if (*GLX_Extensions == ' ') GLX_Extensions++; } } } /* If we created a dummy context, throw it away */ if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx); /* Only save the values obtained when a display is provided */ if (fake_ctx == NULL) { return TRUE; } else { return FALSE; } } /********************************************************** * IWineD3D implementation follows **********************************************************/ static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) { IWineD3DImpl *This = (IWineD3DImpl *)iface; /* FIXME: Set to one for now to imply the display */ TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This); return 1; } static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) { IWineD3DImpl *This = (IWineD3DImpl *)iface; FIXME("(%p)->(%p): stub\n", This, pInitializeFunction); return WINED3D_OK; } static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) { IWineD3DImpl *This = (IWineD3DImpl *)iface; POINT pt = { -1, -1 }; if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) { return NULL; } FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter); return MonitorFromPoint(pt, MONITOR_DEFAULTTOPRIMARY); } /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes of the same bpp but different resolutions */ /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */ static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format)); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return 0; } if (Adapter == 0) { /* Display */ int i = 0; int j = 0; #if !defined( DEBUG_SINGLE_MODE ) DEVMODEW DevModeW; /* Work out the current screen bpp */ HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); int bpp = GetDeviceCaps(hdc, BITSPIXEL); DeleteDC(hdc); while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) { j++; switch (Format) { case D3DFMT_UNKNOWN: i++; break; case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++; if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++; break; case D3DFMT_X1R5G5B5: case D3DFMT_A1R5G5B5: case D3DFMT_R5G6B5: if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++; break; default: /* Skip other modes as they do not match requested format */ break; } } #else i = 1; j = 1; #endif TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j); return i; } else { FIXME_(d3d_caps)("Adapter not primary display\n"); } return 0; } /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format)); /* Validate the parameters as much as possible */ if (NULL == pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface) || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) { return WINED3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display */ #if !defined( DEBUG_SINGLE_MODE ) DEVMODEW DevModeW; int ModeIdx = 0; /* Work out the current screen bpp */ HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); int bpp = GetDeviceCaps(hdc, BITSPIXEL); DeleteDC(hdc); /* If we are filtering to a specific format, then need to skip all unrelated modes, but if mode is irrelevant, then we can use the index directly */ if (Format == D3DFMT_UNKNOWN) { ModeIdx = Mode; } else { int i = 0; int j = 0; DEVMODEW DevModeWtmp; while (i<(Mode) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) { j++; switch (Format) { case D3DFMT_UNKNOWN: i++; break; case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++; if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++; break; case D3DFMT_X1R5G5B5: case D3DFMT_A1R5G5B5: case D3DFMT_R5G6B5: if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++; break; default: /* Skip other modes as they do not match requested format */ break; } } ModeIdx = j; } /* Now get the display mode via the calculated index */ if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) { pMode->Width = DevModeW.dmPelsWidth; pMode->Height = DevModeW.dmPelsHeight; bpp = min(DevModeW.dmBitsPerPel, bpp); pMode->RefreshRate = D3DADAPTER_DEFAULT; if (DevModeW.dmFields & DM_DISPLAYFREQUENCY) { pMode->RefreshRate = DevModeW.dmDisplayFrequency; } if (Format == D3DFMT_UNKNOWN) { switch (bpp) { case 8: pMode->Format = D3DFMT_R3G3B2; break; case 16: pMode->Format = D3DFMT_R5G6B5; break; case 24: /* Robots and EVE Online need 24 and 32 bit as A8R8G8B8 to start */ case 32: pMode->Format = D3DFMT_A8R8G8B8; break; default: pMode->Format = D3DFMT_UNKNOWN; } } else { pMode->Format = Format; } } else { TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode); return WINED3DERR_INVALIDCALL; } #else /* Return one setting of the format requested */ if (Mode > 0) return WINED3DERR_INVALIDCALL; pMode->Width = 800; pMode->Height = 600; pMode->RefreshRate = D3DADAPTER_DEFAULT; pMode->Format = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format; bpp = 32; #endif TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height, pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp); } else { FIXME_(d3d_caps)("Adapter not primary display\n"); } return WINED3D_OK; } static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode); if (NULL == pMode || Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display */ int bpp = 0; DEVMODEW DevModeW; EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0); pMode->Width = DevModeW.dmPelsWidth; pMode->Height = DevModeW.dmPelsHeight; bpp = DevModeW.dmBitsPerPel; pMode->RefreshRate = D3DADAPTER_DEFAULT; if (DevModeW.dmFields&DM_DISPLAYFREQUENCY) { pMode->RefreshRate = DevModeW.dmDisplayFrequency; } switch (bpp) { case 8: pMode->Format = D3DFMT_R3G3B2; break; case 16: pMode->Format = D3DFMT_R5G6B5; break; case 24: pMode->Format = D3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */ case 32: pMode->Format = D3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */ default: pMode->Format = D3DFMT_UNKNOWN; } } else { FIXME_(d3d_caps)("Adapter not primary display\n"); } TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format)); return WINED3D_OK; } static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) { Display *display; HDC device_context; /* only works with one adapter at the moment... */ /* Get the display */ device_context = GetDC(0); display = get_display(device_context); ReleaseDC(0, device_context); return display; } /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER, and fields being inserted in the middle, a new structure is used in place */ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags, WINED3DADAPTER_IDENTIFIER* pIdentifier) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } if (Adapter == 0) { /* Display - only device supported for now */ BOOL isGLInfoValid = This->isGLInfoValid; /* FillGLCaps updates gl_info, but we only want to store and reuse the values once we have a context which is valid. Values from a temporary context may differ from the final ones */ if (isGLInfoValid == FALSE) { WineD3D_Context *fake_ctx = NULL; if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext(); /* If we don't know the device settings, go query them now */ isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter)); if (fake_ctx != NULL) WineD3D_ReleaseFakeGLContext(fake_ctx); } /* If it worked, return the information requested */ if (isGLInfoValid) { TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n"); strcpy(pIdentifier->Driver, "Display"); strcpy(pIdentifier->Description, "Direct3D HAL"); /* Note dx8 doesn't supply a DeviceName */ if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */ /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */ pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14); pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version; *(pIdentifier->VendorId) = This->gl_info.gl_vendor; *(pIdentifier->DeviceId) = This->gl_info.gl_card; *(pIdentifier->SubSysId) = 0; *(pIdentifier->Revision) = 0; } else { /* If it failed, return dummy values from an NVidia driver */ WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n"); strcpy(pIdentifier->Driver, "Display"); strcpy(pIdentifier->Description, "Direct3D HAL"); if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */ /* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */ pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14); /* 71.74 is a current Linux Nvidia driver version */ pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74)); *(pIdentifier->VendorId) = VENDOR_NVIDIA; *(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4600; *(pIdentifier->SubSysId) = 0; *(pIdentifier->Revision) = 0; } /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */ if (Flags & D3DENUM_NO_WHQL_LEVEL) { *(pIdentifier->WHQLLevel) = 0; } else { *(pIdentifier->WHQLLevel) = 1; } } else { FIXME_(d3d_caps)("Adapter not primary display\n"); } return WINED3D_OK; } static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) { #if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */ int gl_test; int rb, gb, bb, ab, type, buf_sz; gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RED_SIZE, &rb); gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_GREEN_SIZE, &gb); gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BLUE_SIZE, &bb); gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_ALPHA_SIZE, &ab); gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RENDER_TYPE, &type); gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BUFFER_SIZE, &buf_sz); switch (Format) { case WINED3DFMT_X8R8G8B8: case WINED3DFMT_R8G8B8: if (8 == rb && 8 == gb && 8 == bb) return TRUE; break; case WINED3DFMT_A8R8G8B8: if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE; break; case WINED3DFMT_A2R10G10B10: if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE; break; case WINED3DFMT_X1R5G5B5: if (5 == rb && 5 == gb && 5 == bb) return TRUE; break; case WINED3DFMT_A1R5G5B5: if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE; break; case WINED3DFMT_X4R4G4B4: if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE; break; case WINED3DFMT_R5G6B5: if (5 == rb && 6 == gb && 5 == bb) return TRUE; break; case WINED3DFMT_R3G3B2: if (3 == rb && 3 == gb && 2 == bb) return TRUE; break; case WINED3DFMT_A8P8: if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE; break; case WINED3DFMT_P8: if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE; break; default: ERR("unsupported format %s\n", debug_d3dformat(Format)); break; } return FALSE; #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */ switch (Format) { case WINED3DFMT_X8R8G8B8: case WINED3DFMT_R8G8B8: case WINED3DFMT_A8R8G8B8: case WINED3DFMT_A2R10G10B10: case WINED3DFMT_X1R5G5B5: case WINED3DFMT_A1R5G5B5: case WINED3DFMT_R5G6B5: case WINED3DFMT_R3G3B2: case WINED3DFMT_A8P8: case WINED3DFMT_P8: return TRUE; default: ERR("unsupported format %s\n", debug_d3dformat(Format)); break; } return FALSE; #endif } static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) { #if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */ int gl_test; int db, sb; gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_DEPTH_SIZE, &db); gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_STENCIL_SIZE, &sb); switch (Format) { case WINED3DFMT_D16: case WINED3DFMT_D16_LOCKABLE: if (16 == db) return TRUE; break; case WINED3DFMT_D32: if (32 == db) return TRUE; break; case WINED3DFMT_D15S1: if (15 == db) return TRUE; break; case WINED3DFMT_D24S8: if (24 == db && 8 == sb) return TRUE; break; case WINED3DFMT_D24FS8: if (24 == db && 8 == sb) return TRUE; break; case WINED3DFMT_D24X8: if (24 == db) return TRUE; break; case WINED3DFMT_D24X4S4: if (24 == db && 4 == sb) return TRUE; break; case WINED3DFMT_D32F_LOCKABLE: if (32 == db) return TRUE; break; default: ERR("unsupported format %s\n", debug_d3dformat(Format)); break; } return FALSE; #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */ switch (Format) { case WINED3DFMT_D16: case WINED3DFMT_D16_LOCKABLE: case WINED3DFMT_D32: case WINED3DFMT_D15S1: case WINED3DFMT_D24S8: case WINED3DFMT_D24FS8: case WINED3DFMT_D24X8: case WINED3DFMT_D24X4S4: case WINED3DFMT_D32F_LOCKABLE: return TRUE; default: ERR("unsupported format %s\n", debug_d3dformat(Format)); break; } return FALSE; #endif } static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, WINED3DFORMAT RenderTargetFormat, WINED3DFORMAT DepthStencilFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; HRESULT hr = WINED3DERR_NOTAVAILABLE; WineD3D_Context* ctx = NULL; GLXFBConfig* cfgs = NULL; int nCfgs = 0; int it; WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), AdapterFormat, debug_d3dformat(AdapterFormat), RenderTargetFormat, debug_d3dformat(RenderTargetFormat), DepthStencilFormat, debug_d3dformat(DepthStencilFormat)); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface)); return WINED3DERR_INVALIDCALL; } /* TODO: use the real context if it's available */ ctx = WineD3D_CreateFakeGLContext(); if(NULL != ctx) { cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs); } else { TRACE_(d3d_caps)("(%p) : Unable to create a fake context at this time (there may already be an active context)\n", This); } if (NULL != cfgs) { for (it = 0; it < nCfgs; ++it) { if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) { if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) { hr = WINED3D_OK; break ; } } } XFree(cfgs); cfgs = NULL; } else { /* If there's a corrent context then we cannot create a fake one so pass everything */ hr = WINED3D_OK; } if (ctx != NULL) WineD3D_ReleaseFakeGLContext(ctx); if (hr != WINED3D_OK) TRACE_(d3d_caps)("Failed to match stencil format to device\b"); TRACE_(d3d_caps)("(%p) : Returning %lx\n", This, hr); return hr; } static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), SurfaceFormat, debug_d3dformat(SurfaceFormat), Windowed, MultiSampleType, pQualityLevels); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } if (pQualityLevels != NULL) { static int s_single_shot = 0; if (!s_single_shot) { FIXME("Quality levels unsupported at present\n"); s_single_shot = 1; } *pQualityLevels = 1; /* Guess at a value! */ } if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK; return WINED3DERR_NOTAVAILABLE; } static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType, WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n", This, Adapter, CheckType, debug_d3ddevicetype(CheckType), DisplayFormat, debug_d3dformat(DisplayFormat), BackBufferFormat, debug_d3dformat(BackBufferFormat), Windowed); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } { GLXFBConfig* cfgs = NULL; int nCfgs = 0; int it; HRESULT hr = WINED3DERR_NOTAVAILABLE; WineD3D_Context* ctx = WineD3D_CreateFakeGLContext(); if (NULL != ctx) { cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs); for (it = 0; it < nCfgs; ++it) { if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) { hr = WINED3D_OK; break ; } } XFree(cfgs); WineD3D_ReleaseFakeGLContext(ctx); return hr; } } return WINED3DERR_NOTAVAILABLE; } static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), AdapterFormat, debug_d3dformat(AdapterFormat), Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage), RType, debug_d3dresourcetype(RType), CheckFormat, debug_d3dformat(CheckFormat)); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */ if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; /* Enable when fully supported */ } if(Usage & WINED3DUSAGE_DEPTHSTENCIL) { switch (CheckFormat) { case WINED3DFMT_D16_LOCKABLE: case WINED3DFMT_D32: case WINED3DFMT_D15S1: case WINED3DFMT_D24S8: case WINED3DFMT_D24X8: case WINED3DFMT_D24X4S4: case WINED3DFMT_D16: case WINED3DFMT_L16: case WINED3DFMT_D32F_LOCKABLE: case WINED3DFMT_D24FS8: TRACE_(d3d_caps)("[OK]\n"); return WINED3D_OK; default: TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } } else if(Usage & WINED3DUSAGE_RENDERTARGET) { switch (CheckFormat) { case WINED3DFMT_R8G8B8: case WINED3DFMT_A8R8G8B8: case WINED3DFMT_X8R8G8B8: case WINED3DFMT_R5G6B5: case WINED3DFMT_X1R5G5B5: case WINED3DFMT_A1R5G5B5: case WINED3DFMT_A4R4G4B4: case WINED3DFMT_R3G3B2: case WINED3DFMT_X4R4G4B4: case WINED3DFMT_A8B8G8R8: case WINED3DFMT_X8B8G8R8: case WINED3DFMT_P8: TRACE_(d3d_caps)("[OK]\n"); return WINED3D_OK; default: TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } } if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { switch (CheckFormat) { case D3DFMT_DXT1: case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: TRACE_(d3d_caps)("[OK]\n"); return WINED3D_OK; default: break; /* Avoid compiler warnings */ } } /* This format is nothing special and it is supported perfectly. * However, ati and nvidia driver on windows do not mark this format * supported(tested with the dxCapsViewer) and pretending to * support this format uncovers a bug in Battlefield 1942(fonts are missing) * So do the same as Windows drivers and pretend not to support it on dx8 and 9 * Enable it on dx7. It will need additional checking on dx10 when we support it. */ if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) { TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } switch (CheckFormat) { /***** * supported: RGB(A) formats */ case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */ case WINED3DFMT_A8R8G8B8: case WINED3DFMT_X8R8G8B8: case WINED3DFMT_R5G6B5: case WINED3DFMT_X1R5G5B5: case WINED3DFMT_A1R5G5B5: case WINED3DFMT_A4R4G4B4: case WINED3DFMT_R3G3B2: case WINED3DFMT_A8: case WINED3DFMT_A8R3G3B2: case WINED3DFMT_X4R4G4B4: case WINED3DFMT_A8B8G8R8: case WINED3DFMT_X8B8G8R8: case WINED3DFMT_A2R10G10B10: case WINED3DFMT_A2B10G10R10: TRACE_(d3d_caps)("[OK]\n"); return WINED3D_OK; /***** * supported: Palettized */ case WINED3DFMT_P8: TRACE_(d3d_caps)("[OK]\n"); return WINED3D_OK; /***** * Supported: (Alpha)-Luminance */ case WINED3DFMT_L8: case WINED3DFMT_A8L8: case WINED3DFMT_A4L4: TRACE_(d3d_caps)("[OK]\n"); return WINED3D_OK; /***** * Not supported for now: Bump mapping formats * Enable some because games often fail when they are not available * and are still playable even without bump mapping */ case WINED3DFMT_V8U8: case WINED3DFMT_V16U16: case WINED3DFMT_L6V5U5: case WINED3DFMT_X8L8V8U8: case WINED3DFMT_Q8W8V8U8: case WINED3DFMT_W11V11U10: case WINED3DFMT_A2W10V10U10: WARN_(d3d_caps)("[Not supported, but pretended to do]\n"); return WINED3D_OK; /***** * DXTN Formats: Handled above * WINED3DFMT_DXT1 * WINED3DFMT_DXT2 * WINED3DFMT_DXT3 * WINED3DFMT_DXT4 * WINED3DFMT_DXT5 */ /***** * Odd formats - not supported */ case WINED3DFMT_VERTEXDATA: case WINED3DFMT_INDEX16: case WINED3DFMT_INDEX32: case WINED3DFMT_Q16W16V16U16: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return WINED3DERR_NOTAVAILABLE; /***** * Float formats: Not supported right now */ case WINED3DFMT_R16F: case WINED3DFMT_G16R16F: case WINED3DFMT_A16B16G16R16F: case WINED3DFMT_R32F: case WINED3DFMT_G32R32F: case WINED3DFMT_A32B32G32R32F: case WINED3DFMT_CxV8U8: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return WINED3DERR_NOTAVAILABLE; /* Not supported */ case WINED3DFMT_G16R16: case WINED3DFMT_A16B16G16R16: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return WINED3DERR_NOTAVAILABLE; default: break; } TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), SourceFormat, debug_d3dformat(SourceFormat), TargetFormat, debug_d3dformat(TargetFormat)); return WINED3D_OK; } /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true subset of a D3DCAPS9 structure. However, it has to come via a void * as the d3d8 interface cannot import the d3d9 header */ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } /* FIXME: both the gl_info and the shader_mode should be made per adapter */ /* If we don't know the device settings, go query them now */ if (This->isGLInfoValid == FALSE) { /* use the desktop window to fill gl caps */ BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter)); /* We are running off a real context, save the values */ if (rc) This->isGLInfoValid = TRUE; } select_shader_mode(&This->gl_info, DeviceType, &wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode); select_shader_max_constants(&This->gl_info); /* ------------------------------------------------ The following fields apply to both d3d8 and d3d9 ------------------------------------------------ */ *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */ *pCaps->AdapterOrdinal = Adapter; *pCaps->Caps = 0; *pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED; *pCaps->Caps3 = WINED3DDEVCAPS_HWTRANSFORMANDLIGHT; *pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE; *pCaps->CursorCaps = 0; *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX | WINED3DDEVCAPS_EXECUTESYSTEMMEMORY | WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY| WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY | WINED3DDEVCAPS_DRAWPRIMTLVERTEX | WINED3DDEVCAPS_HWTRANSFORMANDLIGHT | WINED3DDEVCAPS_EXECUTEVIDEOMEMORY | WINED3DDEVCAPS_PUREDEVICE | WINED3DDEVCAPS_HWRASTERIZATION | WINED3DDEVCAPS_TEXTUREVIDEOMEMORY | WINED3DDEVCAPS_TEXTURESYSTEMMEMORY | WINED3DDEVCAPS_CANRENDERAFTERFLIP | WINED3DDEVCAPS_DRAWPRIMITIVES2 | WINED3DDEVCAPS_DRAWPRIMITIVES2EX; *pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | D3DPMISCCAPS_MASKZ; /*NOT: D3DPMISCCAPS_TSSARGTEMP*/ *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER | WINED3DPRASTERCAPS_PAT | WINED3DPRASTERCAPS_WFOG | WINED3DPRASTERCAPS_ZFOG | WINED3DPRASTERCAPS_FOGVERTEX | WINED3DPRASTERCAPS_FOGTABLE | WINED3DPRASTERCAPS_FOGRANGE | WINED3DPRASTERCAPS_STIPPLE | WINED3DPRASTERCAPS_SUBPIXEL | WINED3DPRASTERCAPS_ZTEST; if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) { *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY | WINED3DPRASTERCAPS_ZBIAS | WINED3DPRASTERCAPS_MIPMAPLODBIAS; } /* FIXME Add: WINED3DPRASTERCAPS_COLORPERSPECTIVE WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE WINED3DPRASTERCAPS_ANTIALIASEDGES WINED3DPRASTERCAPS_ZBUFFERLESSHSR WINED3DPRASTERCAPS_WBUFFER */ *pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS | D3DPCMPCAPS_EQUAL | D3DPCMPCAPS_GREATER | D3DPCMPCAPS_GREATEREQUAL | D3DPCMPCAPS_LESS | D3DPCMPCAPS_LESSEQUAL | D3DPCMPCAPS_NEVER | D3DPCMPCAPS_NOTEQUAL; *pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */ *pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */ *pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */ *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB | WINED3DPSHADECAPS_COLORGOURAUDRGB | WINED3DPSHADECAPS_ALPHAFLATBLEND | WINED3DPSHADECAPS_ALPHAGOURAUDBLEND | WINED3DPSHADECAPS_COLORFLATRGB | WINED3DPSHADECAPS_FOGFLAT | WINED3DPSHADECAPS_FOGGOURAUD | WINED3DPSHADECAPS_SPECULARFLATRGB; *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA | WINED3DPTEXTURECAPS_ALPHAPALETTE | WINED3DPTEXTURECAPS_BORDER | WINED3DPTEXTURECAPS_VOLUMEMAP | WINED3DPTEXTURECAPS_MIPMAP | WINED3DPTEXTURECAPS_PROJECTED | WINED3DPTEXTURECAPS_PERSPECTIVE | WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 | WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL; if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP | WINED3DPTEXTURECAPS_MIPCUBEMAP | WINED3DPTEXTURECAPS_CUBEMAP_POW2; } *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR | WINED3DPTFILTERCAPS_MAGFPOINT | WINED3DPTFILTERCAPS_MINFLINEAR | WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MIPFLINEAR | WINED3DPTFILTERCAPS_MIPFPOINT | WINED3DPTFILTERCAPS_LINEAR | WINED3DPTFILTERCAPS_LINEARMIPLINEAR | WINED3DPTFILTERCAPS_LINEARMIPNEAREST | WINED3DPTFILTERCAPS_MIPLINEAR | WINED3DPTFILTERCAPS_MIPNEAREST | WINED3DPTFILTERCAPS_NEAREST; *pCaps->CubeTextureFilterCaps = 0; *pCaps->VolumeTextureFilterCaps = 0; *pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER | D3DPTADDRESSCAPS_CLAMP | D3DPTADDRESSCAPS_WRAP; if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) { *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER; } if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) { *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR; } if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) { *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE; } *pCaps->VolumeTextureAddressCaps = 0; *pCaps->LineCaps = D3DLINECAPS_TEXTURE | D3DLINECAPS_ZTEST; /* FIXME: Add D3DLINECAPS_BLEND D3DLINECAPS_ALPHACMP D3DLINECAPS_FOG */ *pCaps->MaxTextureWidth = GL_LIMITS(texture_size); *pCaps->MaxTextureHeight = GL_LIMITS(texture_size); *pCaps->MaxVolumeExtent = 0; *pCaps->MaxTextureRepeat = 32768; *pCaps->MaxTextureAspectRatio = 32768; *pCaps->MaxVertexW = 1.0; *pCaps->GuardBandLeft = 0; *pCaps->GuardBandTop = 0; *pCaps->GuardBandRight = 0; *pCaps->GuardBandBottom = 0; *pCaps->ExtentsAdjust = 0; *pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP | D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO; if (GL_SUPPORT(EXT_STENCIL_WRAP)) { *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR | D3DSTENCILCAPS_INCR; } if ( This->dxVersion > 8 && ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) { *pCaps->StencilCaps |= D3DSTENCILCAPS_TWOSIDED; } *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */ *pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD | D3DTEXOPCAPS_ADDSIGNED | D3DTEXOPCAPS_ADDSIGNED2X | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X | D3DTEXOPCAPS_MODULATE4X | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SELECTARG2 | D3DTEXOPCAPS_DISABLE; #if defined(GL_VERSION_1_3) *pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 | D3DTEXOPCAPS_SUBTRACT; #endif if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) || GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) || GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) { *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA | D3DTEXOPCAPS_BLENDTEXTUREALPHA | D3DTEXOPCAPS_BLENDFACTORALPHA | D3DTEXOPCAPS_BLENDCURRENTALPHA | D3DTEXOPCAPS_LERP; } if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) { *pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH | D3DTEXOPCAPS_MULTIPLYADD | D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | D3DTEXOPCAPS_BLENDTEXTUREALPHAPM; } #if 0 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP; /* FIXME: Add D3DTEXOPCAPS_BUMPENVMAPLUMINANCE D3DTEXOPCAPS_PREMODULATE */ #endif *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages); *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures); *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes); *pCaps->MaxActiveLights = GL_LIMITS(lights); #if 0 /* TODO: Blends support in drawprim */ *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends); #else *pCaps->MaxVertexBlendMatrices = 0; #endif *pCaps->MaxVertexBlendMatrixIndex = 1; *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy); *pCaps->MaxPointSize = GL_LIMITS(pointsize); *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS | WINED3DVTXPCAPS_MATERIALSOURCE7 | WINED3DVTXPCAPS_POSITIONALLIGHTS | WINED3DVTXPCAPS_LOCALVIEWER | WINED3DVTXPCAPS_VERTEXFOG | WINED3DVTXPCAPS_TEXGEN; /* FIXME: Add D3DVTXPCAPS_TWEENING */ *pCaps->MaxPrimitiveCount = 0xFFFFFFFF; *pCaps->MaxVertexIndex = 0xFFFFFFFF; *pCaps->MaxStreams = MAX_STREAMS; *pCaps->MaxStreamStride = 1024; /* FIXME: the shader mode should be per adapter */ if (wined3d_settings.vs_selected_mode == SHADER_GLSL) { *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0); TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n"); } else if (wined3d_settings.vs_selected_mode == SHADER_ARB) { *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1); TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); } else if (wined3d_settings.vs_selected_mode == SHADER_SW) { *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0); TRACE_(d3d_caps)("Software vertex shader version 3.0 enabled\n"); } else { *pCaps->VertexShaderVersion = 0; TRACE_(d3d_caps)("Vertex shader functionality not available\n"); } *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); /* FIXME: the shader ode should be per adapter */ if (wined3d_settings.ps_selected_mode == SHADER_GLSL) { *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0); /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */ *pCaps->PixelShader1xMaxValue = 1.0; TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n"); } else if (wined3d_settings.ps_selected_mode == SHADER_ARB) { *pCaps->PixelShaderVersion = D3DPS_VERSION(1,4); *pCaps->PixelShader1xMaxValue = 1.0; TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); /* FIXME: Uncomment this when there is support for software Pixel Shader 3.0 and PS_SW is defined } else if (wined3d_settings.ps_selected_mode = SHADER_SW) { *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0); *pCaps->PixelShader1xMaxValue = 1.0; TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */ } else { *pCaps->PixelShaderVersion = 0; *pCaps->PixelShader1xMaxValue = 0.0; TRACE_(d3d_caps)("Pixel shader functionality not available\n"); } /* ------------------------------------------------ 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; /* 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; *pCaps->VS20Caps.Caps = 0; *pCaps->PS20Caps.Caps = 0; *pCaps->VertexTextureFilterCaps = 0; *pCaps->MaxVShaderInstructionsExecuted = 0; *pCaps->MaxPShaderInstructionsExecuted = 0; *pCaps->MaxVertexShader30InstructionSlots = 0; *pCaps->MaxPixelShader30InstructionSlots = 0; } return WINED3D_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 */ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent) { IWineD3DDeviceImpl *object = NULL; IWineD3DImpl *This = (IWineD3DImpl *)iface; HDC hDC; HRESULT temp_result; /* Validate the adapter number */ if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return WINED3DERR_INVALIDCALL; } /* Create a WineD3DDevice object */ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl)); *ppReturnedDeviceInterface = (IWineD3DDevice *)object; TRACE("Created WineD3DDevice object @ %p\n", object); if (NULL == object) { return WINED3DERR_OUTOFVIDEOMEMORY; } /* Set up initial COM information */ object->lpVtbl = &IWineD3DDevice_Vtbl; object->ref = 1; object->wineD3D = iface; IWineD3D_AddRef(object->wineD3D); object->parent = parent; /* Set the state up as invalid until the device is fully created */ object->state = WINED3DERR_DRIVERINTERNALERROR; TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, RetDevInt: %p)\n", This, Adapter, DeviceType, hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface); /* Save the creation parameters */ object->createParms.AdapterOrdinal = Adapter; object->createParms.DeviceType = DeviceType; object->createParms.hFocusWindow = hFocusWindow; object->createParms.BehaviorFlags = BehaviourFlags; /* Initialize other useful values */ object->adapterNo = Adapter; object->devType = DeviceType; TRACE("(%p) : Creating stateblock\n", This); /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */ if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object, WINED3DSBT_INIT, (IWineD3DStateBlock **)&object->stateBlock, NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */ WARN("Failed to create stateblock\n"); goto create_device_error; } TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock); object->updateStateBlock = object->stateBlock; IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock); /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */ /* Setup some defaults for creating the implicit swapchain */ ENTER_GL(); /* FIXME: both of those should be made per adapter */ IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter)); LEAVE_GL(); select_shader_mode(&This->gl_info, DeviceType, &wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode); select_shader_max_constants(&This->gl_info); temp_result = allocate_shader_constants(object->updateStateBlock); if (WINED3D_OK != temp_result) return temp_result; /* set the state of the device to valid */ object->state = WINED3D_OK; /* Get the initial screen setup for ddraw */ object->ddraw_width = GetSystemMetrics(SM_CXSCREEN); object->ddraw_height = GetSystemMetrics(SM_CYSCREEN); hDC = CreateDCA("DISPLAY", NULL, NULL, NULL); object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES)); DeleteDC(hDC); return WINED3D_OK; create_device_error: /* Set the device state to error */ object->state = WINED3DERR_DRIVERINTERNALERROR; if (object->updateStateBlock != NULL) { IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock); object->updateStateBlock = NULL; } if (object->stateBlock != NULL) { IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock); object->stateBlock = NULL; } if (object->renderTarget != NULL) { IWineD3DSurface_Release(object->renderTarget); object->renderTarget = NULL; } if (object->stencilBufferTarget != NULL) { IWineD3DSurface_Release(object->stencilBufferTarget); object->stencilBufferTarget = NULL; } if (object->stencilBufferTarget != NULL) { IWineD3DSurface_Release(object->stencilBufferTarget); object->stencilBufferTarget = NULL; } HeapFree(GetProcessHeap(), 0, object); *ppReturnedDeviceInterface = NULL; return WINED3DERR_INVALIDCALL; } static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) { IWineD3DImpl *This = (IWineD3DImpl *)iface; IUnknown_AddRef(This->parent); *pParent = This->parent; return WINED3D_OK; } /********************************************************** * IWineD3D VTbl follows **********************************************************/ const IWineD3DVtbl IWineD3D_Vtbl = { /* IUnknown */ IWineD3DImpl_QueryInterface, IWineD3DImpl_AddRef, IWineD3DImpl_Release, /* IWineD3D */ IWineD3DImpl_GetParent, IWineD3DImpl_GetAdapterCount, IWineD3DImpl_RegisterSoftwareDevice, IWineD3DImpl_GetAdapterMonitor, IWineD3DImpl_GetAdapterModeCount, IWineD3DImpl_EnumAdapterModes, IWineD3DImpl_GetAdapterDisplayMode, IWineD3DImpl_GetAdapterIdentifier, IWineD3DImpl_CheckDeviceMultiSampleType, IWineD3DImpl_CheckDepthStencilMatch, IWineD3DImpl_CheckDeviceType, IWineD3DImpl_CheckDeviceFormat, IWineD3DImpl_CheckDeviceFormatConversion, IWineD3DImpl_GetDeviceCaps, IWineD3DImpl_CreateDevice };