/* * IWineD3D implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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; } /** * 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 **********************************************************/ HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; /* FIXME: This needs to extend a IWineD3DBaseObject */ TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DDevice)) { IUnknown_AddRef(iface); *ppobj = This; return D3D_OK; } return E_NOINTERFACE; } 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; } 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; } /********************************************************** * IWineD3D parts follows **********************************************************/ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) { const char *GL_Extensions = NULL; const char *GLX_Extensions = NULL; const char *gl_string = NULL; const char *gl_string_cursor = NULL; GLint gl_max; Bool test = 0; int major, minor; TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display); /* 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); gl_string = glXGetClientString(display, GLX_VENDOR); } else { gl_string = glGetString(GL_VENDOR); } /* 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 { 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 = glGetString(GL_VERSION); switch (gl_info->gl_vendor) { case VENDOR_NVIDIA: gl_string_cursor = strstr(gl_string, "NVIDIA"); 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; while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') { tmp[cursor++] = *gl_string_cursor; ++gl_string_cursor; } tmp[cursor] = 0; minor = atoi(tmp); } 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; default: major = 0; minor = 9; } gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor); TRACE_(d3d_caps)("found GL_VERSION (%s)->(0x%08lx)\n", debugstr_a(gl_string), gl_info->gl_driver_version); /* Fill in the renderer information */ gl_string = glGetString(GL_RENDERER); strcpy(gl_info->gl_renderer, gl_string); 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 { 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; default: gl_info->gl_card = CARD_WINE; break; } 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->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; /* Now work out what GL support this card really has */ #define USE_GL_FUNC(type, pfn) gl_info->pfn = NULL; GL_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); /* Parse the gl supported features, in theory enabling parts of our code appropriately */ GL_Extensions = 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; } 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(8, 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 (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; } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) { TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support\n"); 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; /** * 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_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_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) { TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support\n"); gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE; } 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) { TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support\n"); 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 (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_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++; } } #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB(#pfn); GL_EXT_FUNCS_GEN; #undef USE_GL_FUNC 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++; } } } #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB(#pfn); GLX_EXT_FUNCS_GEN; #undef USE_GL_FUNC /* Only save the values obtained when a display is provided */ if (display != NULL) { return TRUE; } else { return FALSE; } } /********************************************************** * IWineD3D implementation follows **********************************************************/ 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; } HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) { IWineD3DImpl *This = (IWineD3DImpl *)iface; FIXME("(%p)->(%p): stub\n", This, pInitializeFunction); return D3D_OK; } HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) { IWineD3DImpl *This = (IWineD3DImpl *)iface; FIXME_(d3d_caps)("(%p)->(Adptr:%d)\n", This, Adapter); if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) { return NULL; } return D3D_OK; } /* 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 */ UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, D3DFORMAT 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 */ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* 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 D3DERR_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+1) && 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: /* pMode->Format = D3DFMT_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */ 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 D3DERR_INVALIDCALL; } #else /* Return one setting of the format requested */ if (Mode > 0) return D3DERR_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 D3D_OK; } HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, D3DDISPLAYMODE* 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 D3DERR_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_R5G6B5; break;*/ /* Make 24bit appear as 32 bit */ case 32: pMode->Format = D3DFMT_A8R8G8B8; break; 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 D3D_OK; } /* 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 */ 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 D3DERR_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) { /* If we don't know the device settings, go query them now via a fake context */ WineD3D_Context* ctx = WineD3D_CreateFakeGLContext(); if (NULL != ctx) { isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, ctx->display); WineD3D_ReleaseFakeGLContext(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? */ pIdentifier->DriverVersion->u.HighPart = 0xa; 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? */ pIdentifier->DriverVersion->u.HighPart = 0xa; pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(53, 96); /* last Linux Nvidia drivers */ *(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 D3D_OK; } HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; 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)) { return D3DERR_INVALIDCALL; } return D3D_OK; } HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_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 D3DERR_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 (D3DMULTISAMPLE_NONE == MultiSampleType) return D3D_OK; return D3DERR_NOTAVAILABLE; } HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT 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 D3DERR_INVALIDCALL; } switch (DisplayFormat) { /*case D3DFMT_R5G6B5:*/ case D3DFMT_R3G3B2: return D3DERR_NOTAVAILABLE; default: break; } return D3D_OK; } HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), AdapterFormat, debug_d3dformat(AdapterFormat), Usage, debug_d3dusage(Usage), RType, debug_d3dresourcetype(RType), CheckFormat, debug_d3dformat(CheckFormat)); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return D3DERR_INVALIDCALL; } if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { switch (CheckFormat) { case D3DFMT_DXT1: case D3DFMT_DXT3: case D3DFMT_DXT5: TRACE_(d3d_caps)("[OK]\n"); return D3D_OK; default: break; /* Avoid compiler warnings */ } } switch (CheckFormat) { /***** * check supported using GL_SUPPORT */ case D3DFMT_DXT1: case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: /***** * supported */ /*case D3DFMT_R5G6B5: */ /*case D3DFMT_X1R5G5B5:*/ /*case D3DFMT_A1R5G5B5: */ /*case D3DFMT_A4R4G4B4:*/ /***** * unsupported */ /* color buffer */ /*case D3DFMT_X8R8G8B8:*/ case D3DFMT_A8R3G3B2: /* Paletted */ case D3DFMT_P8: case D3DFMT_A8P8: /* Luminance */ case D3DFMT_L8: case D3DFMT_A8L8: case D3DFMT_A4L4: /* Bump */ #if 0 case D3DFMT_V8U8: case D3DFMT_V16U16: #endif case D3DFMT_L6V5U5: case D3DFMT_X8L8V8U8: case D3DFMT_Q8W8V8U8: case D3DFMT_W11V11U10: /**** * currently hard to support */ case D3DFMT_UYVY: case D3DFMT_YUY2: /* Since we do not support these formats right now, don't pretend to. */ TRACE_(d3d_caps)("[FAILED]\n"); return D3DERR_NOTAVAILABLE; default: break; } TRACE_(d3d_caps)("[OK]\n"); return D3D_OK; } HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))", This, Adapter, DeviceType, debug_d3ddevicetype(DeviceType), SourceFormat, debug_d3dformat(SourceFormat), TargetFormat, debug_d3dformat(TargetFormat)); return D3D_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 */ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVTYPE DeviceType, WINED3DCAPS* pCapsIn) { IWineD3DImpl *This = (IWineD3DImpl *)iface; BOOL gotContext = FALSE; GLint gl_tex_size = 0; WineD3D_Context *fake_ctx = NULL; D3DCAPS9 *pCaps = (D3DCAPS9 *)pCapsIn; TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps); if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return D3DERR_INVALIDCALL; } /* 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 */ if (glXGetCurrentContext() == NULL) { fake_ctx = WineD3D_CreateFakeGLContext(); if (NULL != fake_ctx) gotContext = TRUE; } else { gotContext = TRUE; } if (gotContext == FALSE) { FIXME_(d3d_caps)("GetDeviceCaps called but no GL Context - Returning dummy values\n"); gl_tex_size=65535; pCaps->MaxTextureBlendStages = 2; pCaps->MaxSimultaneousTextures = 2; pCaps->MaxUserClipPlanes = 8; pCaps->MaxActiveLights = 8; pCaps->MaxVertexBlendMatrices = 0; pCaps->MaxVertexBlendMatrixIndex = 1; pCaps->MaxAnisotropy = 0; pCaps->MaxPointSize = 255.0; } else { glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_tex_size); } /* If we don't know the device settings, go query them now */ if (This->isGLInfoValid == FALSE) { BOOL rc = IWineD3DImpl_FillGLCaps(&This->gl_info, NULL); /* If we are running off a real context, save the values */ if (rc && ((NULL != fake_ctx))) This->isGLInfoValid = TRUE; } /* ------------------------------------------------ The following fields apply to both d3d8 and d3d9 ------------------------------------------------ */ pCaps->DeviceType = (DeviceType == D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_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 = D3DDEVCAPS_HWTRANSFORMANDLIGHT; pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE; pCaps->CursorCaps = 0; pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX | D3DDEVCAPS_HWTRANSFORMANDLIGHT | D3DDEVCAPS_PUREDEVICE; pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | D3DPMISCCAPS_MASKZ; /*NOT: D3DPMISCCAPS_TSSARGTEMP*/ pCaps->RasterCaps = D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_WFOG | D3DPRASTERCAPS_ZFOG | D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE; if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) { pCaps->RasterCaps |= D3DPRASTERCAPS_ANISOTROPY; } /* FIXME Add: D3DPRASTERCAPS_MIPMAPLODBIAS D3DPRASTERCAPS_ZBIAS D3DPRASTERCAPS_COLORPERSPECTIVE D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE D3DPRASTERCAPS_ANTIALIASEDGES D3DPRASTERCAPS_ZBUFFERLESSHSR D3DPRASTERCAPS_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 = D3DPSHADECAPS_SPECULARGOURAUDRGB | D3DPSHADECAPS_COLORGOURAUDRGB; pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_ALPHAPALETTE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_VOLUMEMAP | D3DPTEXTURECAPS_MIPMAP | D3DPTEXTURECAPS_PROJECTED; if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_MIPCUBEMAP | D3DPTEXTURECAPS_CUBEMAP_POW2; } pCaps->TextureFilterCaps = D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MIPFPOINT; 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_tex_size; pCaps->MaxTextureHeight = gl_tex_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; } 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 if (gotContext) { GLint gl_max; GLfloat gl_float; #if defined(GL_VERSION_1_3) glGetIntegerv(GL_MAX_TEXTURE_UNITS, &gl_max); #else glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); #endif TRACE_(d3d_caps)("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max); 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); glGetIntegerv(GL_MAX_LIGHTS, &gl_max); 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; } else { 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; } else { pCaps->MaxAnisotropy = 0; } glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float); pCaps->MaxPointSize = gl_float; } 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; 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 || This->gl_info.gl_vendor == VENDOR_WINE) { pCaps->MaxVertexShaderConst = 95; } else { pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS; } } else { 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->MaxPixelShaderValue = 1.0; } else { pCaps->PixelShaderVersion = 0; pCaps->MaxPixelShaderValue = 0.0; } /* ------------------------------------------------ The following fields apply to d3d9 only ------------------------------------------------ */ if (This->dxVersion > 8) { 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; } /* If we created a dummy context, throw it away */ if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx); 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, DWORD BehaviourFlags, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DDevice** ppReturnedDeviceInterface, IUnknown *parent, D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget) { HWND whichHWND; HDC hDc; IWineD3DDeviceImpl *object = NULL; IWineD3DImpl *This = (IWineD3DImpl *)iface; int num; XVisualInfo template; /* Validate the adapter number */ if (Adapter >= IWineD3D_GetAdapterCount(iface)) { return D3DERR_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 D3DERR_OUTOFVIDEOMEMORY; } /* Set up initial COM information */ object->lpVtbl = &IWineD3DDevice_Vtbl; object->ref = 1; object->wineD3D = iface; IWineD3D_AddRef(object->wineD3D); object->parent = parent; TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType, hFocusWindow, BehaviourFlags, pPresentationParameters, ppReturnedDeviceInterface); TRACE("(%p)->(DepthStencil:(%u,%s), BackBufferFormat:(%u,%s))\n", This, *(pPresentationParameters->AutoDepthStencilFormat), debug_d3dformat(*(pPresentationParameters->AutoDepthStencilFormat)), *(pPresentationParameters->BackBufferFormat), debug_d3dformat(*(pPresentationParameters->BackBufferFormat))); /* 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->presentParms.BackBufferCount = 1; /* Opengl only supports one? */ object->adapterNo = Adapter; object->devType = DeviceType; /* Setup hwnd we are using, plus which display this equates to */ whichHWND = *(pPresentationParameters->hDeviceWindow); if (!whichHWND) { whichHWND = hFocusWindow; } object->win_handle = whichHWND; object->win = (Window)GetPropA( whichHWND, "__wine_x11_whole_window" ); hDc = GetDC(whichHWND); object->display = get_display(hDc); ReleaseDC(whichHWND, hDc); /* FIXME: Use for dx8 code eventually too! */ /* Deliberately no indentation here, as this if will be removed when dx8 support merged in */ if (This->dxVersion > 8) { /* Create a context based off the properties of the existing visual */ /* Note the visual is chosen as the window is created and the glcontext cannot use different properties after that point in time. FIXME: How to handle when requested format doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one it chooses is identical to the one already being used! */ /* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */ ENTER_GL(); template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id"); object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num); if (NULL == object->visInfo) { ERR("cannot really get XVisual\n"); LEAVE_GL(); return D3DERR_NOTAVAILABLE; } object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE); if (NULL == object->glCtx) { ERR("cannot create glxContext\n"); LEAVE_GL(); return D3DERR_NOTAVAILABLE; } LEAVE_GL(); if (object->glCtx == NULL) { ERR("Error in context creation !\n"); return D3DERR_INVALIDCALL; } else { TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n", whichHWND, object->glCtx, object->win, object->visInfo); } /* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */ /* dimensions */ if (!*(pPresentationParameters->Windowed)) { DEVMODEW devmode; HDC hdc; int bpp = 0; /* Get info on the current display setup */ hdc = CreateDCA("DISPLAY", NULL, NULL, NULL); bpp = GetDeviceCaps(hdc, BITSPIXEL); DeleteDC(hdc); /* Change the display settings */ memset(&devmode, 0, sizeof(DEVMODEW)); devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /*Stupid XVidMode cannot change bpp D3DFmtGetBpp(object, pPresentationParameters->BackBufferFormat);*/ devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth); devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight); MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME); ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL); /* Make popup window */ SetWindowLongA(whichHWND, GWL_STYLE, WS_POPUP); SetWindowPos(object->win_handle, HWND_TOP, 0, 0, *(pPresentationParameters->BackBufferWidth), *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED); } /* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero, then the corresponding dimension of the client area of the hDeviceWindow (or the focus window, if hDeviceWindow is NULL) is taken. */ if (*(pPresentationParameters->Windowed) && ((*(pPresentationParameters->BackBufferWidth) == 0) || (*(pPresentationParameters->BackBufferHeight) == 0))) { RECT Rect; GetClientRect(whichHWND, &Rect); if (*(pPresentationParameters->BackBufferWidth) == 0) { *(pPresentationParameters->BackBufferWidth) = Rect.right; TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth)); } if (*(pPresentationParameters->BackBufferHeight) == 0) { *(pPresentationParameters->BackBufferHeight) = Rect.bottom; TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight)); } } /* Save the presentation parms now filled in correctly */ object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth); object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight); object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat); object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount); object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType); object->presentParms.MultiSampleQuality = *(pPresentationParameters->MultiSampleQuality); object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect); object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow); object->presentParms.Windowed = *(pPresentationParameters->Windowed); object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil); object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat); object->presentParms.Flags = *(pPresentationParameters->Flags); object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz); object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval); /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */ IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object, (D3DSTATEBLOCKTYPE) 0, (IWineD3DStateBlock **)&object->stateBlock, NULL); /* Note: No parent needed for initial internal stateblock */ object->updateStateBlock = object->stateBlock; /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */ TRACE("Creating initial device surfaces\n"); /* We need to 'magic' either d3d8 or d3d9 surfaces for the front and backbuuffer but the respective CreateRenderTarget functions take a differing number of parms. Fix this by passing in a function to call which takes identical parms and handles the differences at the d3dx layer, and returns the IWineD3DSurface pointer rather than the created D3D8/9 one */ D3DCB_CreateRenderTarget((IUnknown *) parent, *(pPresentationParameters->BackBufferWidth), *(pPresentationParameters->BackBufferHeight), *(pPresentationParameters->BackBufferFormat), *(pPresentationParameters->MultiSampleType), *(pPresentationParameters->MultiSampleQuality), TRUE, (IWineD3DSurface **) &object->frontBuffer, NULL); D3DCB_CreateRenderTarget((IUnknown *) parent, *(pPresentationParameters->BackBufferWidth), *(pPresentationParameters->BackBufferHeight), *(pPresentationParameters->BackBufferFormat), *(pPresentationParameters->MultiSampleType), *(pPresentationParameters->MultiSampleQuality), TRUE, (IWineD3DSurface **) &object->backBuffer, NULL); /* TODO: if (*(pPresentationParameters->EnableAutoDepthStencil)) { IWineD3DDevice_CreateDepthStencilSurface((IWineD3DDevice *) object, *(pPresentationParameters->BackBufferWidth), *(pPresentationParameters->BackBufferHeight), *(pPresentationParameters->AutoDepthStencilFormat, D3DMULTISAMPLE_NONE, (IWineD3DSurface *) &object->depthStencilBuffer); } else { object->depthStencilBuffer = NULL; } TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil @ %p\n",object->frontBuffer, object->backBuffer, object->depthStencilBuffer); */ /* init the default renderTarget management */ object->drawable = object->win; object->render_ctx = object->glCtx; object->renderTarget = object->backBuffer; IWineD3DSurface_AddRef((IWineD3DSurface *) object->renderTarget); /* TODO: Depth Stencil support object->stencilBufferTarget = object->depthStencilBuffer; if (NULL != object->stencilBufferTarget) { IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) object->stencilBufferTarget); } */ /* Set up some starting GL setup */ ENTER_GL(); if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) { ERR("Error in setting current context (context %p drawable %ld)!\n", object->glCtx, object->win); } checkGLcall("glXMakeCurrent"); /* Clear the screen */ glClearColor(1.0, 0.0, 0.0, 0.0); checkGLcall("glClearColor"); glColor3f(1.0, 1.0, 1.0); checkGLcall("glColor3f"); glEnable(GL_LIGHTING); checkGLcall("glEnable"); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);"); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"); /* * Initialize openGL extension related variables * with Default values */ This->isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, object->display); /* Setup all the devices defaults */ IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)object->stateBlock); LEAVE_GL(); { /* Set a default viewport */ D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = *(pPresentationParameters->BackBufferWidth); vp.Height = *(pPresentationParameters->BackBufferHeight); vp.MinZ = 0.0f; vp.MaxZ = 1.0f; IWineD3DDevice_SetViewport((IWineD3DDevice *)object, &vp); } /* Initialize the current view state */ object->modelview_valid = 1; object->proj_valid = 0; object->view_ident = 1; object->last_was_rhw = 0; glGetIntegerv(GL_MAX_LIGHTS, &object->maxConcurrentLights); TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object); /* Clear the screen */ IWineD3DDevice_Clear((IWineD3DDevice *) object, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0); } /* End of FIXME: remove when dx8 merged in */ return D3D_OK; } HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) { IWineD3DImpl *This = (IWineD3DImpl *)iface; IUnknown_AddRef(This->parent); *pParent = This->parent; return D3D_OK; } /********************************************************** * IWineD3D VTbl follows **********************************************************/ IWineD3DVtbl IWineD3D_Vtbl = { IWineD3DImpl_QueryInterface, IWineD3DImpl_AddRef, IWineD3DImpl_Release, 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 };