/* * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009-2011, 2018 Henri Verbeet for CodeWeavers * * 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 */ #include "config.h" #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(winediag); enum wined3d_gl_vendor { GL_VENDOR_UNKNOWN, GL_VENDOR_APPLE, GL_VENDOR_FGLRX, GL_VENDOR_MESA, GL_VENDOR_NVIDIA, }; struct wined3d_extension_map { const char *extension_string; enum wined3d_gl_extension extension; }; static const struct wined3d_extension_map gl_extension_map[] = { /* APPLE */ {"GL_APPLE_fence", APPLE_FENCE }, {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS }, {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE }, {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER }, {"GL_APPLE_rgb_422", APPLE_RGB_422 }, {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 }, /* ARB */ {"GL_ARB_base_instance", ARB_BASE_INSTANCE }, {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED }, {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE }, {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT }, {"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE }, {"GL_ARB_clip_control", ARB_CLIP_CONTROL }, {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT }, {"GL_ARB_compute_shader", ARB_COMPUTE_SHADER }, {"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH }, {"GL_ARB_copy_buffer", ARB_COPY_BUFFER }, {"GL_ARB_copy_image", ARB_COPY_IMAGE }, {"GL_ARB_cull_distance", ARB_CULL_DISTANCE }, {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT }, {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT }, {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP }, {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE }, {"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL }, {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS }, {"GL_ARB_draw_buffers_blend", ARB_DRAW_BUFFERS_BLEND }, {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX }, {"GL_ARB_draw_indirect", ARB_DRAW_INDIRECT }, {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED }, {"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY }, {"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY }, {"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION }, {"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS}, {"GL_ARB_fragment_layer_viewport", ARB_FRAGMENT_LAYER_VIEWPORT }, {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM }, {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER }, {"GL_ARB_framebuffer_no_attachments", ARB_FRAMEBUFFER_NO_ATTACHMENTS}, {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT }, {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB }, {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 }, {"GL_ARB_gpu_shader5", ARB_GPU_SHADER5 }, {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL }, {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX }, {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS }, {"GL_ARB_internalformat_query", ARB_INTERNALFORMAT_QUERY }, {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 }, {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT }, {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE }, {"GL_ARB_multisample", ARB_MULTISAMPLE }, {"GL_ARB_multitexture", ARB_MULTITEXTURE }, {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY }, {"GL_ARB_pipeline_statistics_query", ARB_PIPELINE_STATISTICS_QUERY }, {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT }, {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS }, {"GL_ARB_point_sprite", ARB_POINT_SPRITE }, {"GL_ARB_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP }, {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX }, {"GL_ARB_query_buffer_object", ARB_QUERY_BUFFER_OBJECT }, {"GL_ARB_sample_shading", ARB_SAMPLE_SHADING }, {"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS }, {"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP }, {"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS }, {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING }, {"GL_ARB_shader_image_load_store", ARB_SHADER_IMAGE_LOAD_STORE }, {"GL_ARB_shader_image_size", ARB_SHADER_IMAGE_SIZE }, {"GL_ARB_shader_storage_buffer_object", ARB_SHADER_STORAGE_BUFFER_OBJECT}, {"GL_ARB_shader_texture_image_samples", ARB_SHADER_TEXTURE_IMAGE_SAMPLES}, {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD }, {"GL_ARB_shader_viewport_layer_array", ARB_SHADER_VIEWPORT_LAYER_ARRAY}, {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 }, {"GL_ARB_shading_language_420pack", ARB_SHADING_LANGUAGE_420PACK }, {"GL_ARB_shading_language_packing", ARB_SHADING_LANGUAGE_PACKING }, {"GL_ARB_shadow", ARB_SHADOW }, {"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING }, {"GL_ARB_sync", ARB_SYNC }, {"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER }, {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP }, {"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT }, {"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE }, {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION }, {"GL_ARB_texture_compression_bptc", ARB_TEXTURE_COMPRESSION_BPTC }, {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC }, {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP }, {"GL_ARB_texture_cube_map_array", ARB_TEXTURE_CUBE_MAP_ARRAY }, {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE }, {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 }, {"GL_ARB_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC}, {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT }, {"GL_ARB_texture_gather", ARB_TEXTURE_GATHER }, {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT }, {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE}, {"GL_ARB_texture_multisample", ARB_TEXTURE_MULTISAMPLE }, {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO }, {"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS }, {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE }, {"GL_ARB_texture_rg", ARB_TEXTURE_RG }, {"GL_ARB_texture_rgb10_a2ui", ARB_TEXTURE_RGB10_A2UI }, {"GL_ARB_texture_storage", ARB_TEXTURE_STORAGE }, {"GL_ARB_texture_storage_multisample", ARB_TEXTURE_STORAGE_MULTISAMPLE}, {"GL_ARB_texture_swizzle", ARB_TEXTURE_SWIZZLE }, {"GL_ARB_texture_view", ARB_TEXTURE_VIEW }, {"GL_ARB_timer_query", ARB_TIMER_QUERY }, {"GL_ARB_transform_feedback2", ARB_TRANSFORM_FEEDBACK2 }, {"GL_ARB_transform_feedback3", ARB_TRANSFORM_FEEDBACK3 }, {"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT }, {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA }, {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT }, {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM }, {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER }, {"GL_ARB_vertex_type_10f_11f_11f_rev", ARB_VERTEX_TYPE_10F_11F_11F_REV}, {"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV}, {"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY }, {"GL_ARB_texture_barrier", ARB_TEXTURE_BARRIER }, /* ATI */ {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER }, {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL }, {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC }, {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 }, {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE }, /* EXT */ {"GL_EXT_blend_color", EXT_BLEND_COLOR }, {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE }, {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE }, {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX }, {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT }, {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST }, {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 }, {"GL_EXT_fog_coord", EXT_FOG_COORD }, {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT }, {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE }, {"GL_EXT_framebuffer_multisample_blit_scaled", EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED}, {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT }, {"GL_EXT_memory_object", EXT_MEMORY_OBJECT }, {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS }, {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 }, {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL }, {"GL_EXT_packed_float", EXT_PACKED_FLOAT }, {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS }, {"GL_EXT_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP }, {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX }, {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR }, {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE }, {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP }, {"GL_EXT_texture3D", EXT_TEXTURE3D }, {"GL_EXT_texture_array", EXT_TEXTURE_ARRAY }, {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC }, {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC }, {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE }, {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 }, {"GL_EXT_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC}, {"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER }, {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS }, {"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP }, {"GL_EXT_texture_shadow_lod", EXT_TEXTURE_SHADOW_LOD }, {"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT }, {"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM }, {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB }, {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE }, {"GL_EXT_texture_swizzle", ARB_TEXTURE_SWIZZLE }, {"GL_EXT_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA }, /* NV */ {"GL_NV_fence", NV_FENCE }, {"GL_NV_fog_distance", NV_FOG_DISTANCE }, {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM }, {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 }, {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION }, {"GL_NV_half_float", NV_HALF_FLOAT }, {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT }, {"GL_NV_point_sprite", NV_POINT_SPRITE }, {"GL_NV_register_combiners", NV_REGISTER_COMBINERS }, {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 }, {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION }, {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 }, {"GL_NV_texture_shader", NV_TEXTURE_SHADER }, {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 }, {"GL_NV_vertex_program", NV_VERTEX_PROGRAM }, {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 }, {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 }, {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION }, {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 }, {"GL_NV_texture_barrier", NV_TEXTURE_BARRIER }, }; static const struct wined3d_extension_map wgl_extension_map[] = { {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT }, {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL }, {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH}, {"WGL_WINE_query_renderer", WGL_WINE_QUERY_RENDERER }, }; static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx) { const struct wined3d_gl_info *gl_info = ctx->gl_info; TRACE("Destroying caps GL context.\n"); /* Both glDeleteProgram and glDeleteBuffers silently ignore 0 IDs but * this function might be called before the relevant function pointers * in gl_info are initialized. */ if (ctx->test_program_id || ctx->test_vbo) { GL_EXTCALL(glDeleteProgram(ctx->test_program_id)); GL_EXTCALL(glDeleteBuffers(1, &ctx->test_vbo)); } if (!wglMakeCurrent(NULL, NULL)) ERR("Failed to disable caps GL context.\n"); if (!wglDeleteContext(ctx->gl_ctx)) { DWORD err = GetLastError(); ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err); } wined3d_release_dc(ctx->wnd, ctx->dc); DestroyWindow(ctx->wnd); if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx)) ERR("Failed to restore previous GL context.\n"); } static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx, struct wined3d_gl_info *gl_info) { HGLRC new_ctx; if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB"))) return TRUE; if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL))) { gl_info->p_wglCreateContextAttribsARB = NULL; return FALSE; } if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx)) { ERR("Failed to make new context current, last error %#x.\n", GetLastError()); if (!wglDeleteContext(new_ctx)) ERR("Failed to delete new context, last error %#x.\n", GetLastError()); gl_info->p_wglCreateContextAttribsARB = NULL; return TRUE; } if (!wglDeleteContext(caps_gl_ctx->gl_ctx)) ERR("Failed to delete old context, last error %#x.\n", GetLastError()); caps_gl_ctx->gl_ctx = new_ctx; return TRUE; } static BOOL wined3d_caps_gl_ctx_create(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx) { PIXELFORMATDESCRIPTOR pfd; int iPixelFormat; TRACE("getting context...\n"); ctx->restore_dc = wglGetCurrentDC(); ctx->restore_gl_ctx = wglGetCurrentContext(); /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */ ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL); if (!ctx->wnd) { ERR("Failed to create a window.\n"); goto fail; } ctx->dc = GetDC(ctx->wnd); if (!ctx->dc) { ERR("Failed to get a DC.\n"); goto fail; } /* PixelFormat selection */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */ pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; pfd.iLayerType = PFD_MAIN_PLANE; if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd))) { /* If this happens something is very wrong as ChoosePixelFormat barely fails. */ ERR("Failed to find a suitable pixel format.\n"); goto fail; } DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd); SetPixelFormat(ctx->dc, iPixelFormat, &pfd); /* Create a GL context. */ if (!(ctx->gl_ctx = wglCreateContext(ctx->dc))) { WARN("Failed to create default context for capabilities initialization.\n"); goto fail; } /* Make it the current GL context. */ if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx)) { ERR("Failed to make caps GL context current.\n"); goto fail; } ctx->gl_info = &adapter->gl_info; return TRUE; fail: if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx); ctx->gl_ctx = NULL; if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc); ctx->dc = NULL; if (ctx->wnd) DestroyWindow(ctx->wnd); ctx->wnd = NULL; if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx)) ERR("Failed to restore previous GL context.\n"); return FALSE; } /* Context activation is done by the caller. */ static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info) { GLuint prog; BOOL ret = FALSE; static const char testcode[] = "!!ARBvp1.0\n" "PARAM C[66] = { program.env[0..65] };\n" "ADDRESS A0;" "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n" "ARL A0.x, zero.x;\n" "MOV result.position, C[A0.x + 65];\n" "END\n"; while (gl_info->gl_ops.gl.p_glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create an ARB offset limit test program\n"); } GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(testcode), testcode)); if (gl_info->gl_ops.gl.p_glGetError()) { TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n"); TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; } else TRACE("OpenGL implementation allows offsets > 63\n"); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("ARB vp offset limit test cleanup"); return ret; } static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { return card_vendor == HW_VENDOR_AMD && (device == CARD_AMD_RADEON_9500 || device == CARD_AMD_RADEON_X700 || device == CARD_AMD_RADEON_X1600); } static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { return card_vendor == HW_VENDOR_NVIDIA && (device == CARD_NVIDIA_GEFORCEFX_5200 || device == CARD_NVIDIA_GEFORCEFX_5600 || device == CARD_NVIDIA_GEFORCEFX_5800); } static BOOL match_apple(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { /* MacOS has various specialities in the extensions it advertises. Some * have to be loaded from the OpenGL 1.2+ core, while other extensions are * advertised, but software emulated. So try to detect the Apple OpenGL * implementation to apply some extension fixups afterwards. * * Detecting this isn't really easy. The vendor string doesn't mention * Apple. Compile-time checks aren't sufficient either because a Linux * binary may display on a macOS X server via remote X11. So try to detect * the OpenGL implementation by looking at certain Apple extensions. Some * extensions like client storage might be supported on other * implementations too, but GL_APPLE_flush_render is specific to the * macOS X window management, and GL_APPLE_ycbcr_422 is QuickTime * specific. So the chance that other implementations support them is * rather small since Win32 QuickTime uses DirectDraw, not OpenGL. * * This test has been moved into wined3d_guess_gl_vendor(). */ return gl_vendor == GL_VENDOR_APPLE; } /* Context activation is done by the caller. */ static void test_pbo_functionality(struct wined3d_gl_info *gl_info) { /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs, * but glTexSubImage from a PBO fails miserably, with the first line repeated over * all the texture. This function detects this bug by its symptom and disables PBOs * if the test fails. * * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA, * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data * read back is compared to the original. If they are equal PBOs are assumed to work, * otherwise the PBO extension is disabled. */ GLuint texture, pbo; static const unsigned int pattern[] = { 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000, 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff, 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff, 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff }; unsigned int check[ARRAY_SIZE(pattern)]; /* No PBO -> No point in testing them. */ if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return; while (gl_info->gl_ops.gl.p_glGetError()); gl_info->gl_ops.gl.p_glGenTextures(1, &texture); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); checkGLcall("Specifying the PBO test texture"); GL_EXTCALL(glGenBuffers(1, &pbo)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo)); GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW)); checkGLcall("Specifying the PBO test pbo"); gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); checkGLcall("Loading the PBO test texture"); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */ memset(check, 0, sizeof(check)); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check); checkGLcall("Reading back the PBO test texture"); gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture); GL_EXTCALL(glDeleteBuffers(1, &pbo)); checkGLcall("PBO test cleanup"); if (memcmp(check, pattern, sizeof(check))) { WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n" "Disabling PBOs. This may result in slower performance.\n"); gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE; } else { TRACE("PBO test successful.\n"); } } static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { /* Direct3D 9 cards support 40 single float varyings in hardware, most * drivers report 32. ATI misreports 44 varyings. So assume that if we * have more than 44 varyings we have a Direct3D 10+ card. This detection * is for the gl_ClipPos varying quirk. If a Direct3D 9 card really * supports more than 44 varyings and we subtract one in Direct3D 9 * shaders it's not going to hurt us because the Direct3D 9 limit is * hardcoded. * * Direct3D 10 cards usually have 64 varyings. */ return gl_info->limits.glsl_varyings > 44; } static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { return !match_dx10_capable(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device); } /* A GL context is provided by the caller */ static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { GLenum error; DWORD data[16]; if (!gl_info->supported[EXT_SECONDARY_COLOR] || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) return FALSE; while (gl_info->gl_ops.gl.p_glGetError()); GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data); error = gl_info->gl_ops.gl.p_glGetError(); if (error == GL_NO_ERROR) { TRACE("GL Implementation accepts 4 component specular color pointers\n"); return TRUE; } else { TRACE("GL implementation does not accept 4 component specular colors, error %s\n", debug_glerror(error)); return FALSE; } } /* A GL context is provided by the caller */ static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { GLuint prog; BOOL ret = FALSE; GLint pos; static const char testcode[] = "!!ARBvp1.0\n" "OPTION NV_vertex_program2;\n" "MOV result.clip[0], 0.0;\n" "MOV result.position, 0.0;\n" "END\n"; if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE; while (gl_info->gl_ops.gl.p_glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create the NVvp clip test program\n"); return FALSE; } GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(testcode), testcode)); gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); if(pos != -1) { WARN("GL_NV_vertex_program2_option result.clip[] test failed\n"); TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; while (gl_info->gl_ops.gl.p_glGetError()); } else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n"); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup"); return ret; } /* Context activation is done by the caller. */ static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { char data[4 * 4 * 4]; GLuint tex, fbo; GLenum status; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE; memset(data, 0xcc, sizeof(data)); gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); checkGLcall("glTexImage2D"); gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); checkGLcall("glFramebufferTexture2D"); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status); checkGLcall("glCheckFramebufferStatus"); memset(data, 0x11, sizeof(data)); gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glTexSubImage2D"); gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f); gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT); checkGLcall("glClear"); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glGetTexImage"); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); checkGLcall("glBindTexture"); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); checkGLcall("glDeleteTextures"); return *(DWORD *)data == 0x11111111; } /* Context activation is done by the caller. */ static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards. * This leads to graphical bugs in Half Life 2 and Unreal engine games. */ GLuint tex; GLint size; gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL); checkGLcall("glTexImage2D"); gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size); checkGLcall("glGetTexLevelParameteriv"); TRACE("Real color depth is %d\n", size); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); checkGLcall("glBindTexture"); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); checkGLcall("glDeleteTextures"); return size < 16; } static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { return gl_vendor == GL_VENDOR_FGLRX; } static BOOL match_r200(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { if (card_vendor != HW_VENDOR_AMD) return FALSE; if (device == CARD_AMD_RADEON_8500) return TRUE; return FALSE; } static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { DWORD data[4]; GLuint tex, fbo; GLenum status; float color[4] = {0.0f, 1.0f, 0.0f, 0.0f}; GLuint prog; GLint err_pos; static const char program_code[] = "!!ARBfp1.0\n" "OPTION ARB_fog_linear;\n" "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n" "END\n"; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE; if (!gl_info->supported[ARB_FRAGMENT_PROGRAM]) return FALSE; if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) return FALSE; gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); checkGLcall("glTexImage2D"); gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); checkGLcall("glFramebufferTexture2D"); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status); checkGLcall("glCheckFramebufferStatus"); gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT); checkGLcall("glClear"); gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1); checkGLcall("glViewport"); gl_info->gl_ops.gl.p_glEnable(GL_FOG); gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f); gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f); gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR); gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST); gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color); checkGLcall("fog setup"); GL_EXTCALL(glGenProgramsARB(1, &prog)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program_code), program_code)); gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("Test fragment program setup"); gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos); if (err_pos != -1) { const char *error_str; error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB); FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str)); } gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f); gl_info->gl_ops.gl.p_glEnd(); checkGLcall("ARBfp fog test draw"); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glGetTexImage"); data[0] &= 0x00ffffff; data[1] &= 0x00ffffff; data[2] &= 0x00ffffff; data[3] &= 0x00ffffff; gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); gl_info->gl_ops.gl.p_glDisable(GL_FOG); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)); gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("ARBfp fog test teardown"); TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]); return data[0] != 0x00ff0000 || data[3] != 0x0000ff00; } static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { if (!gl_info->supported[ARB_VIEWPORT_ARRAY]) return FALSE; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE; return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx); } static BOOL match_no_independent_bit_depths(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { GLuint tex[2], fbo; GLenum status; /* ARB_framebuffer_object allows implementation-dependent internal format * restrictions. The EXT extension explicitly calls out an error in the * relevant case. */ if (!gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) return TRUE; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return TRUE; gl_info->gl_ops.gl.p_glGenTextures(2, tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[0]); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[1]); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, 4, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex[0], 0); gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex[1], 0); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); gl_info->gl_ops.gl.p_glDeleteTextures(2, tex); checkGLcall("testing multiple framebuffer attachments with different bit depths"); return status != GL_FRAMEBUFFER_COMPLETE; } static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info) { /* MacOS needs uniforms for relative addressing offsets. This can * accumulate to quite a few uniforms. Beyond that the general uniform * isn't optimal, so reserve a number of uniforms. 12 vec4's should allow * 48 different offsets or other helper immediate values. */ TRACE("Reserving 12 GLSL constants for compiler private use.\n"); gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12); } static void quirk_amd_dx9(struct wined3d_gl_info *gl_info) { /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and * earlier cards, although these cards only support * GL_ARB_texture_rectangle (D3DPTEXTURECAPS_NONPOW2CONDITIONAL). * * If real NP2 textures are used, the driver falls back to software. We * could just disable the extension and use GL_ARB_texture_rectangle * instead, but texture_rectangle is inconvenient due to the * non-normalised texture coordinates. Thus set an internal extension * flag, GL_WINE_normalized_texrect, which signals the code that it can * use non-power-of-two textures as per GL_ARB_texture_non_power_of_two, * but has to stick to the texture_rectangle limits. * * Fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it * advertises OpenGL 2.0, which has this extension promoted to core. The * extension loading code sets this extension supported due to that, so * this code works on fglrx as well. */ if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n"); gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE; gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE; } } static void quirk_no_np2(struct wined3d_gl_info *gl_info) { /* The NVIDIA GeForce FX series reports OpenGL 2.0 capabilities with the * latest drivers versions, but doesn't explicitly advertise the * ARB_tex_npot extension in the OpenGL extension string. This usually * means that ARB_tex_npot is supported in hardware as long as the * application is staying within the limits enforced by the * ARB_texture_rectangle extension. This however is not true for the * FX series, which instantly falls back to a slower software path as * soon as ARB_tex_npot is used. We therefore completely remove * ARB_tex_npot from the list of supported extensions. * * Note that WINE_normalized_texrect can't be used in this case because * internally it uses ARB_tex_npot, triggering the software fallback. * There is not much we can do here apart from disabling the * software-emulated extension and re-enable ARB_tex_rect (which was * previously disabled in wined3d_adapter_init_gl_caps). * * This fixup removes performance problems on both the FX 5900 and * FX 5700 (e.g. for framebuffer post-processing effects in the game * "Max Payne 2"). The behaviour can be verified through a simple test * app attached in bugreport #14724. */ TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n"); gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE; gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE; } static void quirk_clip_varying(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING; } static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA; } static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN; } static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE; } static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16; } static void quirk_infolog_spam(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM; } static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info) { /* NVIDIA GeForce 6xxx and 7xxx support accelerated VTF only on a few * selected texture formats. They are apparently the only Direct3D 9 class * GPUs supporting VTF. Also, Direct3D 9-era GPUs are somewhat limited * with float texture filtering and blending. */ gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING; } static void quirk_r200_constants(struct wined3d_gl_info *gl_info) { /* The Mesa r200 driver (and there is no other driver for this GPU Wine * would run on) loads some fog parameters (start, end, exponent, but not * the colour) into the program. * * Apparently the fog hardware is only able to handle linear fog with a * range of 0.0;1.0, and it is the responsibility of the vertex pipeline * to handle non-linear fog and linear fog with start and end other than * 0.0 and 1.0. */ TRACE("Reserving 1 ARB constant for compiler private use.\n"); gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1); } static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG; } static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info) { gl_info->limits.viewport_subpixel_bits = 0; if (gl_info->supported[ARB_CLIP_CONTROL]) { TRACE("Disabling ARB_clip_control.\n"); gl_info->supported[ARB_CLIP_CONTROL] = FALSE; } } static void quirk_no_independent_bit_depths(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS; } static const struct wined3d_gpu_description *query_gpu_description(const struct wined3d_gl_info *gl_info, UINT64 *vram_bytes) { const struct wined3d_gpu_description *gpu_description = NULL, *gpu_description_override; enum wined3d_pci_vendor vendor = PCI_VENDOR_NONE; enum wined3d_pci_device device = PCI_DEVICE_NONE; GLuint value; if (gl_info->supported[WGL_WINE_QUERY_RENDERER]) { if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VENDOR_ID_WINE, &value))) vendor = value; if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_DEVICE_ID_WINE, &value))) device = value; if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VIDEO_MEMORY_WINE, &value))) *vram_bytes = (UINT64)value * 1024 * 1024; TRACE("Card reports vendor PCI ID 0x%04x, device PCI ID 0x%04x, 0x%s bytes of video memory.\n", vendor, device, wine_dbgstr_longlong(*vram_bytes)); gpu_description = wined3d_get_gpu_description(vendor, device); } if ((gpu_description_override = wined3d_get_user_override_gpu_description(vendor, device))) gpu_description = gpu_description_override; return gpu_description; } /* Context activation is done by the caller. */ static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor) { enum wined3d_pci_vendor card_vendor = ctx->gpu_description->vendor; enum wined3d_pci_device device = ctx->gpu_description->device; unsigned int i; static const struct driver_quirk { BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device); void (*apply)(struct wined3d_gl_info *gl_info); const char *description; } quirk_table[] = { { match_amd_r300_to_500, quirk_amd_dx9, "AMD normalised texrect quirk" }, { match_apple, quirk_apple_glsl_constants, "Apple GLSL uniform override" }, { match_geforce5, quirk_no_np2, "Geforce 5 NP2 disable" }, { match_dx10_capable, quirk_clip_varying, "Reserved varying for gl_ClipPos" }, { /* GL_EXT_secondary_color does not allow 4 component secondary * colours, but most OpenGL implementations accept it. Apple's * is the only OpenGL implementation known to reject it. * * If we can pass 4-component specular colours, do it, because * (a) we don't have to screw around with the data, and (b) the * Direct3D fixed-function vertex pipeline passes specular alpha * to the pixel shader if any is used. Otherwise the specular * alpha is used to pass the fog coordinate, which we pass to * OpenGL via GL_EXT_fog_coord. */ match_allows_spec_alpha, quirk_allows_specular_alpha, "Allow specular alpha quirk" }, { match_broken_nv_clip, quirk_disable_nvvp_clip, "Apple NV_vertex_program clip bug quirk" }, { match_fbo_tex_update, quirk_fbo_tex_update, "FBO rebind for attachment updates" }, { match_broken_rgba16, quirk_broken_rgba16, "True RGBA16 is not available" }, { match_fglrx, quirk_infolog_spam, "Not printing GLSL infolog" }, { match_not_dx10_capable, quirk_limited_tex_filtering, "Texture filtering, blending and VTF support is limited" }, { match_r200, quirk_r200_constants, "r200 vertex shader constants" }, { match_broken_arb_fog, quirk_broken_arb_fog, "ARBfp fogstart == fogend workaround" }, { match_broken_viewport_subpixel_bits, quirk_broken_viewport_subpixel_bits, "NVIDIA viewport subpixel bits bug" }, { match_no_independent_bit_depths, quirk_no_independent_bit_depths, "No support for MRT with independent bit depths" }, }; for (i = 0; i < ARRAY_SIZE(quirk_table); ++i) { if (!quirk_table[i].match(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device)) continue; TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description); quirk_table[i].apply(gl_info); } /* Find out if PBOs work as they are supposed to. */ test_pbo_functionality(gl_info); } static DWORD wined3d_parse_gl_version(const char *gl_version) { const char *ptr = gl_version; int major, minor; major = atoi(ptr); if (major <= 0) ERR("Invalid OpenGL major version %d.\n", major); while (isdigit(*ptr)) ++ptr; if (*ptr++ != '.') ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version)); minor = atoi(ptr); TRACE("Found OpenGL version %d.%d.\n", major, minor); return MAKEDWORD_VERSION(major, minor); } static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer, const char *gl_version) { /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to * detect the Apple OpenGL implementation to apply some extension fixups afterwards. * * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks * aren't sufficient either because a Linux binary may display on a macos X server via remote X11. * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions * like client storage might be supported on other implementations too, but GL_APPLE_flush_render * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So * the chance that other implementations support them is rather small since Win32 QuickTime uses * DirectDraw, not OpenGL. */ if (gl_info->supported[APPLE_FLUSH_RENDER] && (gl_info->supported[APPLE_YCBCR_422] || gl_info->supported[APPLE_RGB_422])) return GL_VENDOR_APPLE; if (strstr(gl_vendor_string, "NVIDIA")) return GL_VENDOR_NVIDIA; if (strstr(gl_vendor_string, "ATI")) return GL_VENDOR_FGLRX; if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "X.Org") || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.") || strstr(gl_vendor_string, "DRI R300 Project") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.") || strstr(gl_vendor_string, "Red Hat") || strstr(gl_vendor_string, "Intel") || strstr(gl_renderer, "Mesa") || strstr(gl_renderer, "Gallium") || strstr(gl_renderer, "Intel") || strstr(gl_version, "Mesa")) return GL_VENDOR_MESA; FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n", debugstr_a(gl_vendor_string)); return GL_VENDOR_UNKNOWN; } static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer) { if (strstr(gl_vendor_string, "NVIDIA") || strstr(gl_vendor_string, "Nouveau") || strstr(gl_vendor_string, "nouveau")) return HW_VENDOR_NVIDIA; if (strstr(gl_vendor_string, "ATI") || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.") || strstr(gl_vendor_string, "X.Org R300 Project") || strstr(gl_renderer, "AMD") || strstr(gl_renderer, "FirePro") || strstr(gl_renderer, "Radeon") || strstr(gl_renderer, "R100") || strstr(gl_renderer, "R200") || strstr(gl_renderer, "R300") || strstr(gl_renderer, "R600") || strstr(gl_renderer, "R700")) return HW_VENDOR_AMD; if (strstr(gl_vendor_string, "Intel(R)") /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */ || strstr(gl_renderer, "Intel") || strstr(gl_renderer, "i915") || strstr(gl_vendor_string, "Intel Inc.")) return HW_VENDOR_INTEL; if (strstr(gl_vendor_string, "Red Hat") || strstr(gl_renderer, "virgl")) return HW_VENDOR_REDHAT; if (strstr(gl_renderer, "SVGA3D")) return HW_VENDOR_VMWARE; if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "Brian Paul") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.")) return HW_VENDOR_SOFTWARE; FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string)); return HW_VENDOR_NVIDIA; } static enum wined3d_feature_level feature_level_from_caps(const struct wined3d_gl_info *gl_info, const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps) { unsigned int shader_model; shader_model = min(shader_caps->vs_version, shader_caps->ps_version); shader_model = min(shader_model, max(shader_caps->gs_version, 3)); shader_model = min(shader_model, max(shader_caps->hs_version, 4)); shader_model = min(shader_model, max(shader_caps->ds_version, 4)); if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_POLYGON_OFFSET_CLAMP] && gl_info->supported[ARB_SAMPLER_OBJECTS]) { if (shader_model >= 5 && gl_info->supported[ARB_DRAW_INDIRECT] && gl_info->supported[ARB_TEXTURE_COMPRESSION_BPTC]) return WINED3D_FEATURE_LEVEL_11_1; if (shader_model >= 4) { if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY] && gl_info->supported[ARB_DRAW_BUFFERS_BLEND]) return WINED3D_FEATURE_LEVEL_10_1; return WINED3D_FEATURE_LEVEL_10; } } if (shader_model >= 3 && gl_info->limits.texture_size >= 4096 && gl_info->limits.buffers >= 4) return WINED3D_FEATURE_LEVEL_9_3; if (shader_model >= 2) { if (gl_info->supported[ARB_OCCLUSION_QUERY] && gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE]) return WINED3D_FEATURE_LEVEL_9_2; return WINED3D_FEATURE_LEVEL_9_1; } if (shader_model >= 1) return WINED3D_FEATURE_LEVEL_8; if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3) return WINED3D_FEATURE_LEVEL_7; if (fragment_caps->MaxSimultaneousTextures > 1) return WINED3D_FEATURE_LEVEL_6; return WINED3D_FEATURE_LEVEL_5; } static const struct wined3d_renderer_table { const char *renderer; enum wined3d_pci_device id; } cards_nvidia_binary[] = { /* Direct 3D 11 */ {"RTX 2080 Ti", CARD_NVIDIA_GEFORCE_RTX2080TI}, /* GeForce 2000 - highend */ {"RTX 2080", CARD_NVIDIA_GEFORCE_RTX2080}, /* GeForce 2000 - highend */ {"RTX 2070", CARD_NVIDIA_GEFORCE_RTX2070}, /* GeForce 2000 - highend */ {"RTX 2060", CARD_NVIDIA_GEFORCE_RTX2060}, /* GeForce 2000 - highend */ {"GTX 1660 Ti", CARD_NVIDIA_GEFORCE_GTX1660TI}, /* GeForce 1600 - highend */ {"GTX 1660 SUPER", CARD_NVIDIA_GEFORCE_GTX1660SUPER}, /* GeForce 1600 - highend */ {"GTX 1650 SUPER", CARD_NVIDIA_GEFORCE_GTX1650SUPER}, /* GeForce 1600 - midend high */ {"TITAN V", CARD_NVIDIA_TITANV}, /* GeForce 1000 - highend */ {"TITAN X (Pascal)", CARD_NVIDIA_TITANX_PASCAL}, /* GeForce 1000 - highend */ {"GTX 1080 Ti", CARD_NVIDIA_GEFORCE_GTX1080TI}, /* GeForce 1000 - highend */ {"GTX 1080", CARD_NVIDIA_GEFORCE_GTX1080}, /* GeForce 1000 - highend */ {"GTX 1070", CARD_NVIDIA_GEFORCE_GTX1070}, /* GeForce 1000 - highend */ {"GTX 1060 3GB", CARD_NVIDIA_GEFORCE_GTX1060_3GB},/* GeForce 1000 - midend high */ {"GTX 1060", CARD_NVIDIA_GEFORCE_GTX1060}, /* GeForce 1000 - midend high */ {"GTX 1050 Ti", CARD_NVIDIA_GEFORCE_GTX1050TI}, /* GeForce 1000 - midend */ {"GTX 1050", CARD_NVIDIA_GEFORCE_GTX1050}, /* GeForce 1000 - midend */ {"GT 1030", CARD_NVIDIA_GEFORCE_GT1030}, /* GeForce 1000 - lowend */ {"GTX 980 Ti", CARD_NVIDIA_GEFORCE_GTX980TI}, /* GeForce 900 - highend */ {"GTX 980", CARD_NVIDIA_GEFORCE_GTX980}, /* GeForce 900 - highend */ {"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/ {"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */ {"GTX TITAN X", CARD_NVIDIA_GEFORCE_GTXTITANX}, /* Geforce 900 - highend */ {"GTX 960M", CARD_NVIDIA_GEFORCE_GTX960M}, /* GeForce 900 - midend high mobile */ {"GTX 960", CARD_NVIDIA_GEFORCE_GTX960}, /* GeForce 900 - midend high */ {"GTX 950M", CARD_NVIDIA_GEFORCE_GTX950M}, /* GeForce 900 - midend mobile */ {"GTX 950", CARD_NVIDIA_GEFORCE_GTX950}, /* GeForce 900 - midend */ {"GeForce 940M", CARD_NVIDIA_GEFORCE_940M}, /* GeForce 900 - midend mobile */ {"GTX 880M", CARD_NVIDIA_GEFORCE_GTX880M}, /* GeForce 800 - mobile */ {"GTX 870M", CARD_NVIDIA_GEFORCE_GTX870M}, /* GeForce 800 - mobile */ {"GTX 860M", CARD_NVIDIA_GEFORCE_GTX860M}, /* GeForce 800 - mobile */ {"GTX 850M", CARD_NVIDIA_GEFORCE_GTX850M}, /* GeForce 800 - mobile */ {"GeForce 845M", CARD_NVIDIA_GEFORCE_845M}, /* GeForce 800 - mobile */ {"GeForce 840M", CARD_NVIDIA_GEFORCE_840M}, /* GeForce 800 - mobile */ {"GeForce 830M", CARD_NVIDIA_GEFORCE_830M}, /* GeForce 800 - mobile */ {"GeForce 820M", CARD_NVIDIA_GEFORCE_820M}, /* GeForce 800 - mobile */ {"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */ {"GTX TITAN Black", CARD_NVIDIA_GEFORCE_GTXTITANB}, /* Geforce 700 - highend */ {"GTX TITAN Z", CARD_NVIDIA_GEFORCE_GTXTITANZ}, /* Geforce 700 - highend */ {"GTX TITAN", CARD_NVIDIA_GEFORCE_GTXTITAN}, /* Geforce 700 - highend */ {"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */ {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */ {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */ {"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */ {"GTX 760 Ti", CARD_NVIDIA_GEFORCE_GTX760TI}, /* Geforce 700 - midend high */ {"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */ {"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */ {"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */ {"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */ {"GT 740M", CARD_NVIDIA_GEFORCE_GT740M}, /* Geforce 700 - midend mobile */ {"GT 730M", CARD_NVIDIA_GEFORCE_GT730M}, /* Geforce 700 - midend mobile */ {"GT 730", CARD_NVIDIA_GEFORCE_GT730}, /* Geforce 700 - lowend */ {"GTX 690", CARD_NVIDIA_GEFORCE_GTX690}, /* Geforce 600 - highend */ {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */ {"GTX 675MX", CARD_NVIDIA_GEFORCE_GTX675MX_1},/* Geforce 600 - highend */ {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */ {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */ {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */ {"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */ {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */ {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */ {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */ {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */ {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */ {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */ {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */ {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */ {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */ {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */ {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */ {"GTX 560M", CARD_NVIDIA_GEFORCE_GTX560M}, /* Geforce 500 - midend mobile */ {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */ {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */ {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */ {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */ {"GT 525M", CARD_NVIDIA_GEFORCE_GT525M}, /* Geforce 500 - lowend mobile */ {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */ {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */ {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */ /* Direct 3D 10 */ {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */ {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */ {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */ {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */ {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */ {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */ {"GT 425M", CARD_NVIDIA_GEFORCE_GT425M}, /* Geforce 400 - lowend mobile */ {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */ {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */ {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */ {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */ {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */ {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */ {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */ {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */ {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */ {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */ {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */ {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */ {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */ {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */ {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */ {"GTS 250", CARD_NVIDIA_GEFORCE_GTS250}, /* Geforce 200 - midend */ {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */ {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */ {"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */ {"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */ {"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */ {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */ {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */ {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */ {"9700M GT", CARD_NVIDIA_GEFORCE_9700MGT}, /* Geforce 9 - midend */ {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */ {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */ {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */ {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */ {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */ {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */ {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */ {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */ {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */ {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */ {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */ {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */ {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */ {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */ {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */ {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */ {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */ {"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */ {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */ {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */ {"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */ {"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */ /* Direct 3D 9 SM3 */ {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */ {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */ {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */ {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */ {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */ {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */ {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */ {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */ /* Direct 3D 9 SM2 */ {"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ /* Direct 3D 8 */ {"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200}, {"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */ /* Direct 3D 7 */ {"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */ {"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX}, {"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */ {"Quadro2", CARD_NVIDIA_GEFORCE2}, {"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */ /* Direct 3D 6 */ {"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */ }, /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/ * * Beware: renderer string do not match exact card model, * e.g. HD 4800 is returned for multiple cards, even for RV790 based ones. */ cards_amd_binary[] = { {"RX 480", CARD_AMD_RADEON_RX_480}, {"RX 460", CARD_AMD_RADEON_RX_460}, {"R9 Fury Series", CARD_AMD_RADEON_R9_FURY}, /* Southern Islands */ {"HD 7900", CARD_AMD_RADEON_HD7900}, {"HD 7800", CARD_AMD_RADEON_HD7800}, {"HD 7700", CARD_AMD_RADEON_HD7700}, /* Northern Islands */ {"HD 6970", CARD_AMD_RADEON_HD6900}, {"HD 6900", CARD_AMD_RADEON_HD6900}, {"HD 6800", CARD_AMD_RADEON_HD6800}, {"HD 6770M", CARD_AMD_RADEON_HD6600M}, {"HD 6750M", CARD_AMD_RADEON_HD6600M}, {"HD 6700", CARD_AMD_RADEON_HD6700}, {"HD 6670", CARD_AMD_RADEON_HD6600}, {"HD 6630M", CARD_AMD_RADEON_HD6600M}, {"HD 6600M", CARD_AMD_RADEON_HD6600M}, {"HD 6600", CARD_AMD_RADEON_HD6600}, {"HD 6570", CARD_AMD_RADEON_HD6600}, {"HD 6500M", CARD_AMD_RADEON_HD6600M}, {"HD 6500", CARD_AMD_RADEON_HD6600}, {"HD 6480G", CARD_AMD_RADEON_HD6480G}, {"HD 6400", CARD_AMD_RADEON_HD6400}, {"HD 6300", CARD_AMD_RADEON_HD6300}, {"HD 6200", CARD_AMD_RADEON_HD6300}, /* Evergreen */ {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */ {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */ {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */ {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */ {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */ {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */ {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */ {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */ {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */ {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */ {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */ /* R700 */ {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */ {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */ {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */ {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */ {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */ {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */ {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */ {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */ {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */ {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */ {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */ {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */ /* R600/R700 integrated */ {"HD 4200M", CARD_AMD_RADEON_HD4200M}, {"HD 3300", CARD_AMD_RADEON_HD3200}, {"HD 3200", CARD_AMD_RADEON_HD3200}, {"HD 3100", CARD_AMD_RADEON_HD3200}, /* R600 */ {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */ {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */ {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */ {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */ {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ /* Radeon R5xx */ {"X1950", CARD_AMD_RADEON_X1600}, {"X1900", CARD_AMD_RADEON_X1600}, {"X1800", CARD_AMD_RADEON_X1600}, {"X1650", CARD_AMD_RADEON_X1600}, {"X1600", CARD_AMD_RADEON_X1600}, /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx) * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */ {"HD 2300", CARD_AMD_RADEON_X700}, {"X2500", CARD_AMD_RADEON_X700}, {"X2300", CARD_AMD_RADEON_X700}, {"X1550", CARD_AMD_RADEON_X700}, {"X1450", CARD_AMD_RADEON_X700}, {"X1400", CARD_AMD_RADEON_X700}, {"X1300", CARD_AMD_RADEON_X700}, {"X850", CARD_AMD_RADEON_X700}, {"X800", CARD_AMD_RADEON_X700}, {"X700", CARD_AMD_RADEON_X700}, /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */ {"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M}, }, cards_intel[] = { /* Skylake */ {"Iris Pro Graphics P580", CARD_INTEL_IPP580_1}, {"Skylake", CARD_INTEL_HD520_1}, /* Broadwell */ {"Iris Pro P6300", CARD_INTEL_IPP6300}, {"Iris Pro 6200", CARD_INTEL_IP6200}, {"Iris 6100", CARD_INTEL_I6100}, {"Iris(TM) Graphics 6100", CARD_INTEL_I6100}, /* MacOS */ /* Haswell */ {"Iris Pro 5200", CARD_INTEL_IP5200_1}, {"Iris 5100", CARD_INTEL_I5100_1}, {"HD Graphics 5000", CARD_INTEL_HD5000_1}, /* MacOS */ {"Haswell Mobile", CARD_INTEL_HWM}, {"Iris OpenGL Engine", CARD_INTEL_HWM}, /* MacOS */ /* Ivybridge */ {"Ivybridge Server", CARD_INTEL_IVBS}, {"Ivybridge Mobile", CARD_INTEL_IVBM}, {"Ivybridge Desktop", CARD_INTEL_IVBD}, {"HD Graphics 4000", CARD_INTEL_IVBD}, /* MacOS */ /* Sandybridge */ {"Sandybridge Server", CARD_INTEL_SNBS}, {"Sandybridge Mobile", CARD_INTEL_SNBM}, {"Sandybridge Desktop", CARD_INTEL_SNBD}, /* Ironlake */ {"Ironlake Mobile", CARD_INTEL_ILKM}, {"Ironlake Desktop", CARD_INTEL_ILKD}, /* G4x */ {"B43", CARD_INTEL_B43}, {"G41", CARD_INTEL_G41}, {"G45", CARD_INTEL_G45}, {"Q45", CARD_INTEL_Q45}, {"Integrated Graphics Device", CARD_INTEL_IGD}, {"GM45", CARD_INTEL_GM45}, /* i965 */ {"965GME", CARD_INTEL_965GME}, {"965GM", CARD_INTEL_965GM}, {"X3100", CARD_INTEL_965GM}, /* MacOS */ {"946GZ", CARD_INTEL_946GZ}, {"965G", CARD_INTEL_965G}, {"965Q", CARD_INTEL_965Q}, /* i945 */ {"Pineview M", CARD_INTEL_PNVM}, {"Pineview G", CARD_INTEL_PNVG}, {"IGD", CARD_INTEL_PNVG}, {"Q33", CARD_INTEL_Q33}, {"G33", CARD_INTEL_G33}, {"Q35", CARD_INTEL_Q35}, {"945GME", CARD_INTEL_945GME}, {"945GM", CARD_INTEL_945GM}, {"GMA 950", CARD_INTEL_945GM}, /* MacOS */ {"945G", CARD_INTEL_945G}, /* i915 */ {"915GM", CARD_INTEL_915GM}, {"E7221G", CARD_INTEL_E7221G}, {"915G", CARD_INTEL_915G}, /* i8xx */ {"865G", CARD_INTEL_865G}, {"845G", CARD_INTEL_845G}, {"855GM", CARD_INTEL_855GM}, {"830M", CARD_INTEL_830M}, }, /* 20101109 - These are never returned by current Gallium radeon * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351. */ cards_amd_mesa[] = { /* Navi 10/14 */ {"NAVI10", CARD_AMD_RADEON_RX_NAVI_10}, {"NAVI14", CARD_AMD_RADEON_RX_NAVI_14}, /* Polaris 10/11 */ {"POLARIS10", CARD_AMD_RADEON_RX_480}, {"POLARIS11", CARD_AMD_RADEON_RX_460}, /* Volcanic Islands */ {"FIJI", CARD_AMD_RADEON_R9_FURY}, {"TONGA", CARD_AMD_RADEON_R9_285}, /* Sea Islands */ {"HAWAII", CARD_AMD_RADEON_R9_290}, {"KAVERI", CARD_AMD_RADEON_R7 }, {"KABINI", CARD_AMD_RADEON_R3 }, {"BONAIRE", CARD_AMD_RADEON_HD8770}, /* Southern Islands */ {"OLAND", CARD_AMD_RADEON_HD8670}, {"HAINAN", CARD_AMD_RADEON_HD8600M}, {"TAHITI", CARD_AMD_RADEON_HD7900}, {"PITCAIRN", CARD_AMD_RADEON_HD7800}, {"CAPE VERDE", CARD_AMD_RADEON_HD7700}, /* Northern Islands */ {"ARUBA", CARD_AMD_RADEON_HD7660D}, {"CAYMAN", CARD_AMD_RADEON_HD6900}, {"BARTS", CARD_AMD_RADEON_HD6800}, {"TURKS", CARD_AMD_RADEON_HD6600}, {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */ {"SUMO", CARD_AMD_RADEON_HD6550D}, {"CAICOS", CARD_AMD_RADEON_HD6400}, {"PALM", CARD_AMD_RADEON_HD6300}, /* Evergreen */ {"HEMLOCK", CARD_AMD_RADEON_HD5900}, {"CYPRESS", CARD_AMD_RADEON_HD5800}, {"JUNIPER", CARD_AMD_RADEON_HD5700}, {"REDWOOD", CARD_AMD_RADEON_HD5600}, {"CEDAR", CARD_AMD_RADEON_HD5400}, /* R700 */ {"R700", CARD_AMD_RADEON_HD4800}, {"RV790", CARD_AMD_RADEON_HD4800}, {"RV770", CARD_AMD_RADEON_HD4800}, {"RV740", CARD_AMD_RADEON_HD4700}, {"RV730", CARD_AMD_RADEON_HD4600}, {"RV710", CARD_AMD_RADEON_HD4350}, /* R600/R700 integrated */ {"RS880", CARD_AMD_RADEON_HD4200M}, {"RS780", CARD_AMD_RADEON_HD3200}, /* R600 */ {"R680", CARD_AMD_RADEON_HD2900}, {"R600", CARD_AMD_RADEON_HD2900}, {"RV670", CARD_AMD_RADEON_HD3850}, {"RV635", CARD_AMD_RADEON_HD2600}, {"RV630", CARD_AMD_RADEON_HD2600}, {"RV620", CARD_AMD_RADEON_HD2350}, {"RV610", CARD_AMD_RADEON_HD2350}, /* R500 */ {"R580", CARD_AMD_RADEON_X1600}, {"R520", CARD_AMD_RADEON_X1600}, {"RV570", CARD_AMD_RADEON_X1600}, {"RV560", CARD_AMD_RADEON_X1600}, {"RV535", CARD_AMD_RADEON_X1600}, {"RV530", CARD_AMD_RADEON_X1600}, {"RV516", CARD_AMD_RADEON_X700}, {"RV515", CARD_AMD_RADEON_X700}, /* R400 */ {"R481", CARD_AMD_RADEON_X700}, {"R480", CARD_AMD_RADEON_X700}, {"R430", CARD_AMD_RADEON_X700}, {"R423", CARD_AMD_RADEON_X700}, {"R420", CARD_AMD_RADEON_X700}, {"R410", CARD_AMD_RADEON_X700}, {"RV410", CARD_AMD_RADEON_X700}, /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */ {"RS740", CARD_AMD_RADEON_XPRESS_200M}, {"RS690", CARD_AMD_RADEON_XPRESS_200M}, {"RS600", CARD_AMD_RADEON_XPRESS_200M}, {"RS485", CARD_AMD_RADEON_XPRESS_200M}, {"RS482", CARD_AMD_RADEON_XPRESS_200M}, {"RS480", CARD_AMD_RADEON_XPRESS_200M}, {"RS400", CARD_AMD_RADEON_XPRESS_200M}, {"RC410", CARD_AMD_RADEON_XPRESS_200M}, /* R300 */ {"R360", CARD_AMD_RADEON_9500}, {"R350", CARD_AMD_RADEON_9500}, {"R300", CARD_AMD_RADEON_9500}, {"RV380", CARD_AMD_RADEON_9500}, {"RV370", CARD_AMD_RADEON_9500}, {"RV360", CARD_AMD_RADEON_9500}, {"RV351", CARD_AMD_RADEON_9500}, {"RV350", CARD_AMD_RADEON_9500}, }, cards_nvidia_mesa[] = { /* Maxwell */ {"NV124", CARD_NVIDIA_GEFORCE_GTX970}, {"NV120", CARD_NVIDIA_GEFORCE_GTX980TI}, {"NV118", CARD_NVIDIA_GEFORCE_840M}, {"NV117", CARD_NVIDIA_GEFORCE_GTX750}, /* Kepler */ {"NV108", CARD_NVIDIA_GEFORCE_GT740M}, {"NV106", CARD_NVIDIA_GEFORCE_GT720}, {"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI}, {"NVF0", CARD_NVIDIA_GEFORCE_GTX780}, {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M}, {"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* 690 / 675MX / 760TI */ /* Fermi */ {"NVD9", CARD_NVIDIA_GEFORCE_GT520}, {"NVD7", CARD_NVIDIA_GEFORCE_820M}, {"NVCF", CARD_NVIDIA_GEFORCE_GTX550}, {"NVCE", CARD_NVIDIA_GEFORCE_GTX560}, {"NVC8", CARD_NVIDIA_GEFORCE_GTX570}, {"NVC4", CARD_NVIDIA_GEFORCE_GTX460}, {"NVC3", CARD_NVIDIA_GEFORCE_GT440}, {"NVC1", CARD_NVIDIA_GEFORCE_GT420}, {"NVC0", CARD_NVIDIA_GEFORCE_GTX480}, /* Tesla */ {"NVAF", CARD_NVIDIA_GEFORCE_GT320M}, {"NVAC", CARD_NVIDIA_GEFORCE_8200}, {"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */ {"NVA8", CARD_NVIDIA_GEFORCE_210}, {"NVA5", CARD_NVIDIA_GEFORCE_GT220}, {"NVA3", CARD_NVIDIA_GEFORCE_GT240}, {"NVA0", CARD_NVIDIA_GEFORCE_GTX280}, {"NV98", CARD_NVIDIA_GEFORCE_9200}, {"NV96", CARD_NVIDIA_GEFORCE_9400GT}, {"NV94", CARD_NVIDIA_GEFORCE_9600GT}, {"NV92", CARD_NVIDIA_GEFORCE_9800GT}, {"NV86", CARD_NVIDIA_GEFORCE_8500GT}, {"NV84", CARD_NVIDIA_GEFORCE_8600GT}, {"NV50", CARD_NVIDIA_GEFORCE_8800GTX}, /* Curie */ {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */ {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */ {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */ {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */ {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */ {"NV4B", CARD_NVIDIA_GEFORCE_7600}, {"NV4A", CARD_NVIDIA_GEFORCE_6200}, {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */ {"NV47", CARD_NVIDIA_GEFORCE_7800GT}, {"NV46", CARD_NVIDIA_GEFORCE_7400}, {"NV45", CARD_NVIDIA_GEFORCE_6800}, {"NV44", CARD_NVIDIA_GEFORCE_6200}, {"NV43", CARD_NVIDIA_GEFORCE_6600GT}, {"NV42", CARD_NVIDIA_GEFORCE_6800}, {"NV41", CARD_NVIDIA_GEFORCE_6800}, {"NV40", CARD_NVIDIA_GEFORCE_6800}, /* Rankine */ {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */ {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */ {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */ {"NV34", CARD_NVIDIA_GEFORCEFX_5200}, {"NV31", CARD_NVIDIA_GEFORCEFX_5600}, {"NV30", CARD_NVIDIA_GEFORCEFX_5800}, /* Kelvin */ {"nv28", CARD_NVIDIA_GEFORCE4_TI4200}, {"nv25", CARD_NVIDIA_GEFORCE4_TI4200}, {"nv20", CARD_NVIDIA_GEFORCE3}, /* Celsius */ {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */ {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */ {"nv18", CARD_NVIDIA_GEFORCE4_MX}, {"nv17", CARD_NVIDIA_GEFORCE4_MX}, {"nv16", CARD_NVIDIA_GEFORCE2}, {"nv15", CARD_NVIDIA_GEFORCE2}, {"nv11", CARD_NVIDIA_GEFORCE2_MX}, {"nv10", CARD_NVIDIA_GEFORCE}, /* Fahrenheit */ {"nv05", CARD_NVIDIA_RIVA_TNT2}, {"nv04", CARD_NVIDIA_RIVA_TNT}, {"nv03", CARD_NVIDIA_RIVA_128}, }, cards_redhat[] = { {"virgl", CARD_REDHAT_VIRGL}, }, cards_vmware[] = { {"SVGA3D", CARD_VMWARE_SVGA3D}, }; static const struct gl_vendor_selection { enum wined3d_gl_vendor gl_vendor; const char *description; /* Description of the card selector i.e. Apple OS/X Intel */ const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */ size_t cards_size; /* Number of entries in the array above */ } amd_gl_vendor_table[] = { {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)}, {GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)}, {GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)}, }, nvidia_gl_vendor_table[] = { {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)}, {GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)}, {GL_VENDOR_NVIDIA, "NVIDIA binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)}, }, redhat_gl_vendor_table[] = { {GL_VENDOR_MESA, "Red Hat driver", cards_redhat, ARRAY_SIZE(cards_redhat)}, }, vmware_gl_vendor_table[] = { {GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)}, }, intel_gl_vendor_table[] = { {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)}, {GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)}, }; static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table, unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer) { unsigned int i, j; for (i = 0; i < table_size; ++i) { if (table[i].gl_vendor != gl_vendor) continue; TRACE("Applying card selector \"%s\".\n", table[i].description); for (j = 0; j < table[i].cards_size; ++j) { if (strstr(gl_renderer, table[i].cards[j].renderer)) return table[i].cards[j].id; } return PCI_DEVICE_NONE; } FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n", gl_vendor, debugstr_a(gl_renderer)); return PCI_DEVICE_NONE; } static const struct { enum wined3d_pci_vendor card_vendor; const char *description; /* Description of the card selector i.e. Apple OS/X Intel */ const struct gl_vendor_selection *gl_vendor_selection; unsigned int gl_vendor_count; } card_vendor_table[] = { {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table, ARRAY_SIZE(amd_gl_vendor_table)}, {HW_VENDOR_NVIDIA, "NVIDIA", nvidia_gl_vendor_table, ARRAY_SIZE(nvidia_gl_vendor_table)}, {HW_VENDOR_REDHAT, "Red Hat",redhat_gl_vendor_table, ARRAY_SIZE(redhat_gl_vendor_table)}, {HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table, ARRAY_SIZE(vmware_gl_vendor_table)}, {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table, ARRAY_SIZE(intel_gl_vendor_table)}, }; static enum wined3d_pci_device wined3d_guess_card(enum wined3d_feature_level feature_level, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor) { /* A Direct3D device object contains the PCI id (vendor + device) of the * videocard which is used for rendering. Various applications use this * information to get a rough estimation of the features of the card and * some might use it for enabling 3d effects only on certain types of * videocards. In some cases games might even use it to work around bugs * which happen on certain videocards/driver combinations. The problem is * that OpenGL only exposes a rendering string containing the name of the * videocard and not the PCI id. * * Various games depend on the PCI id, so somehow we need to provide one. * A simple option is to parse the renderer string and translate this to * the right PCI id. This is a lot of work because there are more than 200 * GPUs just for NVIDIA. Various cards share the same renderer string, so * the amount of code might be 'small' but there are quite a number of * exceptions which would make this a pain to maintain. Another way would * be to query the PCI id from the operating system (assuming this is the * videocard which is used for rendering which is not always the case). * This would work but it is not very portable. Second it would not work * well in, let's say, a remote X situation in which the amount of 3d * features which can be used is limited. * * As said most games only use the PCI id to get an indication of the * capabilities of the card. It doesn't really matter if the given id is * the correct one if we return the id of a card with similar 3d features. * * The code below checks the OpenGL capabilities of a videocard and matches * that to a certain level of Direct3D functionality. Once a card passes * the Direct3D9 check, we know that the card (in case of NVIDIA) is at * least a GeforceFX. To give a better estimate we do a basic check on the * renderer string but if that won't pass we return a default card. This * way is better than maintaining a full card database as even without a * full database we can return a card with similar features. Second the * size of the database can be made quite small because when you know what * type of 3d functionality a card has, you know to which GPU family the * GPU must belong. Because of this you only have to check a small part of * the renderer string to distinguish between different models from that * family. * * The code also selects a default amount of video memory which we will * use for an estimation of the amount of free texture memory. In case of * real D3D the amount of texture memory includes video memory and system * memory (to be specific AGP memory or in case of PCIE TurboCache / * HyperMemory). We don't know how much system memory can be addressed by * the system but we can make a reasonable estimation about the amount of * video memory. If the value is slightly wrong it doesn't matter as we * didn't include AGP-like memory which makes the amount of addressable * memory higher and second OpenGL isn't that critical it moves to system * memory behind our backs if really needed. Note that the amount of video * memory can be overruled using a registry setting. */ enum wined3d_pci_device device; unsigned int i; for (i = 0; i < ARRAY_SIZE(card_vendor_table); ++i) { if (card_vendor_table[i].card_vendor != *card_vendor) continue; TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description); device = select_card_handler(card_vendor_table[i].gl_vendor_selection, card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer); if (device != PCI_DEVICE_NONE) return device; TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer)); return wined3d_gpu_from_feature_level(card_vendor, feature_level); } FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n", *card_vendor, debugstr_a(gl_renderer)); return wined3d_gpu_from_feature_level(card_vendor, feature_level); } static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops) { if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER]) return &glsl_vertex_pipe; return &ffp_vertex_pipe; } static const struct wined3d_fragment_pipe_ops *select_fragment_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops) { if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER]) return &glsl_fragment_pipe; if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline; if (gl_info->supported[ATI_FRAGMENT_SHADER]) return &atifs_fragment_pipeline; if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline; if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline; return &ffp_fragment_pipeline; } static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info) { BOOL glsl = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_GLSL; BOOL arb = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB; if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && !glsl) { ERR_(winediag)("Ignoring the shader backend registry key. " "GLSL is the only shader backend available on core profile contexts. " "You need to explicitly set GL version to use legacy contexts.\n"); glsl = TRUE; } glsl = glsl && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20); if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER]) return &glsl_shader_backend; if (arb && gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arb_program_shader_backend; if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER])) return &glsl_shader_backend; if (arb && (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])) return &arb_program_shader_backend; return &none_shader_backend; } static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions, const struct wined3d_extension_map *map, UINT entry_count) { while (*extensions) { const char *start; size_t len; UINT i; while (isspace(*extensions)) ++extensions; start = extensions; while (!isspace(*extensions) && *extensions) ++extensions; len = extensions - start; if (!len) continue; TRACE("- %s.\n", debugstr_an(start, len)); for (i = 0; i < entry_count; ++i) { if (len == strlen(map[i].extension_string) && !memcmp(start, map[i].extension_string, len)) { TRACE(" FOUND: %s support.\n", map[i].extension_string); gl_info->supported[map[i].extension] = TRUE; break; } } } } static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info, const struct wined3d_extension_map *map, unsigned int map_entries_count) { const char *gl_extension_name; unsigned int i, j; GLint extensions_count; gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count); for (i = 0; i < extensions_count; ++i) { gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i)); TRACE("- %s.\n", debugstr_a(gl_extension_name)); for (j = 0; j < map_entries_count; ++j) { if (!strcmp(gl_extension_name, map[j].extension_string)) { TRACE("FOUND: %s support.\n", map[j].extension_string); gl_info->supported[map[j].extension] = TRUE; break; } } } } static void load_gl_funcs(struct wined3d_gl_info *gl_info) { #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn); /* GL_APPLE_fence */ USE_GL_FUNC(glDeleteFencesAPPLE) USE_GL_FUNC(glFinishFenceAPPLE) USE_GL_FUNC(glFinishObjectAPPLE) USE_GL_FUNC(glGenFencesAPPLE) USE_GL_FUNC(glIsFenceAPPLE) USE_GL_FUNC(glSetFenceAPPLE) USE_GL_FUNC(glTestFenceAPPLE) USE_GL_FUNC(glTestObjectAPPLE) /* GL_APPLE_flush_buffer_range */ USE_GL_FUNC(glBufferParameteriAPPLE) USE_GL_FUNC(glFlushMappedBufferRangeAPPLE) /* GL_ARB_base_instance */ USE_GL_FUNC(glDrawArraysInstancedBaseInstance) USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance) /* GL_ARB_blend_func_extended */ USE_GL_FUNC(glBindFragDataLocationIndexed) USE_GL_FUNC(glGetFragDataIndex) /* GL_ARB_buffer_storage */ USE_GL_FUNC(glBufferStorage) /* GL_ARB_clear_buffer_object */ USE_GL_FUNC(glClearBufferData) USE_GL_FUNC(glClearBufferSubData) /* GL_ARB_clear_texture */ USE_GL_FUNC(glClearTexImage) USE_GL_FUNC(glClearTexSubImage) /* GL_ARB_clip_control */ USE_GL_FUNC(glClipControl) /* GL_ARB_color_buffer_float */ USE_GL_FUNC(glClampColorARB) /* GL_ARB_compute_shader */ USE_GL_FUNC(glDispatchCompute) USE_GL_FUNC(glDispatchComputeIndirect) /* GL_ARB_copy_buffer */ USE_GL_FUNC(glCopyBufferSubData) /* GL_ARB_copy_image */ USE_GL_FUNC(glCopyImageSubData) /* GL_ARB_debug_output */ USE_GL_FUNC(glDebugMessageCallbackARB) USE_GL_FUNC(glDebugMessageControlARB) USE_GL_FUNC(glDebugMessageInsertARB) USE_GL_FUNC(glGetDebugMessageLogARB) /* GL_ARB_draw_buffers */ USE_GL_FUNC(glDrawBuffersARB) /* GL_ARB_draw_buffers_blend */ USE_GL_FUNC(glBlendEquationiARB) USE_GL_FUNC(glBlendEquationSeparateiARB) USE_GL_FUNC(glBlendFunciARB) USE_GL_FUNC(glBlendFuncSeparateiARB) /* GL_ARB_draw_elements_base_vertex */ USE_GL_FUNC(glDrawElementsBaseVertex) USE_GL_FUNC(glDrawElementsInstancedBaseVertex) USE_GL_FUNC(glDrawRangeElementsBaseVertex) USE_GL_FUNC(glMultiDrawElementsBaseVertex) /* GL_ARB_draw_indirect */ USE_GL_FUNC(glDrawArraysIndirect) USE_GL_FUNC(glDrawElementsIndirect) /* GL_ARB_draw_instanced */ USE_GL_FUNC(glDrawArraysInstancedARB) USE_GL_FUNC(glDrawElementsInstancedARB) /* GL_ARB_ES2_compatibility */ USE_GL_FUNC(glReleaseShaderCompiler) USE_GL_FUNC(glShaderBinary) USE_GL_FUNC(glGetShaderPrecisionFormat) USE_GL_FUNC(glDepthRangef) USE_GL_FUNC(glClearDepthf) /* GL_ARB_framebuffer_no_attachments */ USE_GL_FUNC(glFramebufferParameteri) /* GL_ARB_framebuffer_object */ USE_GL_FUNC(glBindFramebuffer) USE_GL_FUNC(glBindRenderbuffer) USE_GL_FUNC(glBlitFramebuffer) USE_GL_FUNC(glCheckFramebufferStatus) USE_GL_FUNC(glDeleteFramebuffers) USE_GL_FUNC(glDeleteRenderbuffers) USE_GL_FUNC(glFramebufferRenderbuffer) USE_GL_FUNC(glFramebufferTexture) USE_GL_FUNC(glFramebufferTexture1D) USE_GL_FUNC(glFramebufferTexture2D) USE_GL_FUNC(glFramebufferTexture3D) USE_GL_FUNC(glFramebufferTextureLayer) USE_GL_FUNC(glGenFramebuffers) USE_GL_FUNC(glGenRenderbuffers) USE_GL_FUNC(glGenerateMipmap) USE_GL_FUNC(glGetFramebufferAttachmentParameteriv) USE_GL_FUNC(glGetRenderbufferParameteriv) USE_GL_FUNC(glIsFramebuffer) USE_GL_FUNC(glIsRenderbuffer) USE_GL_FUNC(glRenderbufferStorage) USE_GL_FUNC(glRenderbufferStorageMultisample) /* GL_ARB_geometry_shader4 */ USE_GL_FUNC(glFramebufferTextureARB) USE_GL_FUNC(glFramebufferTextureFaceARB) USE_GL_FUNC(glFramebufferTextureLayerARB) USE_GL_FUNC(glProgramParameteriARB) /* GL_ARB_instanced_arrays */ USE_GL_FUNC(glVertexAttribDivisorARB) /* GL_ARB_internalformat_query */ USE_GL_FUNC(glGetInternalformativ) /* GL_ARB_internalformat_query2 */ USE_GL_FUNC(glGetInternalformati64v) /* GL_ARB_map_buffer_range */ USE_GL_FUNC(glFlushMappedBufferRange) USE_GL_FUNC(glMapBufferRange) /* GL_ARB_multisample */ USE_GL_FUNC(glSampleCoverageARB) /* GL_ARB_multitexture */ USE_GL_FUNC(glActiveTextureARB) USE_GL_FUNC(glClientActiveTextureARB) USE_GL_FUNC(glMultiTexCoord1fARB) USE_GL_FUNC(glMultiTexCoord1fvARB) USE_GL_FUNC(glMultiTexCoord2fARB) USE_GL_FUNC(glMultiTexCoord2fvARB) USE_GL_FUNC(glMultiTexCoord2svARB) USE_GL_FUNC(glMultiTexCoord3fARB) USE_GL_FUNC(glMultiTexCoord3fvARB) USE_GL_FUNC(glMultiTexCoord4fARB) USE_GL_FUNC(glMultiTexCoord4fvARB) USE_GL_FUNC(glMultiTexCoord4svARB) /* GL_ARB_occlusion_query */ USE_GL_FUNC(glBeginQueryARB) USE_GL_FUNC(glDeleteQueriesARB) USE_GL_FUNC(glEndQueryARB) USE_GL_FUNC(glGenQueriesARB) USE_GL_FUNC(glGetQueryivARB) USE_GL_FUNC(glGetQueryObjectivARB) USE_GL_FUNC(glGetQueryObjectuivARB) USE_GL_FUNC(glIsQueryARB) /* GL_ARB_point_parameters */ USE_GL_FUNC(glPointParameterfARB) USE_GL_FUNC(glPointParameterfvARB) /* GL_ARB_polgyon_offset_clamp */ USE_GL_FUNC(glPolygonOffsetClamp) /* GL_ARB_provoking_vertex */ USE_GL_FUNC(glProvokingVertex) /* GL_ARB_sample_shading */ USE_GL_FUNC(glMinSampleShadingARB) /* GL_ARB_sampler_objects */ USE_GL_FUNC(glGenSamplers) USE_GL_FUNC(glDeleteSamplers) USE_GL_FUNC(glIsSampler) USE_GL_FUNC(glBindSampler) USE_GL_FUNC(glSamplerParameteri) USE_GL_FUNC(glSamplerParameterf) USE_GL_FUNC(glSamplerParameteriv) USE_GL_FUNC(glSamplerParameterfv) USE_GL_FUNC(glSamplerParameterIiv) USE_GL_FUNC(glSamplerParameterIuiv) USE_GL_FUNC(glGetSamplerParameteriv) USE_GL_FUNC(glGetSamplerParameterfv) USE_GL_FUNC(glGetSamplerParameterIiv) USE_GL_FUNC(glGetSamplerParameterIuiv) /* GL_ARB_shader_atomic_counters */ USE_GL_FUNC(glGetActiveAtomicCounterBufferiv) /* GL_ARB_shader_image_load_store */ USE_GL_FUNC(glBindImageTexture) USE_GL_FUNC(glMemoryBarrier) /* GL_ARB_shader_objects */ USE_GL_FUNC(glAttachObjectARB) USE_GL_FUNC(glBindAttribLocationARB) USE_GL_FUNC(glCompileShaderARB) USE_GL_FUNC(glCreateProgramObjectARB) USE_GL_FUNC(glCreateShaderObjectARB) USE_GL_FUNC(glDeleteObjectARB) USE_GL_FUNC(glDetachObjectARB) USE_GL_FUNC(glGetActiveUniformARB) USE_GL_FUNC(glGetAttachedObjectsARB) USE_GL_FUNC(glGetAttribLocationARB) USE_GL_FUNC(glGetHandleARB) USE_GL_FUNC(glGetInfoLogARB) USE_GL_FUNC(glGetObjectParameterfvARB) USE_GL_FUNC(glGetObjectParameterivARB) USE_GL_FUNC(glGetShaderSourceARB) USE_GL_FUNC(glGetUniformLocationARB) USE_GL_FUNC(glGetUniformfvARB) USE_GL_FUNC(glGetUniformivARB) USE_GL_FUNC(glLinkProgramARB) USE_GL_FUNC(glShaderSourceARB) USE_GL_FUNC(glUniform1fARB) USE_GL_FUNC(glUniform1fvARB) USE_GL_FUNC(glUniform1iARB) USE_GL_FUNC(glUniform1ivARB) USE_GL_FUNC(glUniform2fARB) USE_GL_FUNC(glUniform2fvARB) USE_GL_FUNC(glUniform2iARB) USE_GL_FUNC(glUniform2ivARB) USE_GL_FUNC(glUniform3fARB) USE_GL_FUNC(glUniform3fvARB) USE_GL_FUNC(glUniform3iARB) USE_GL_FUNC(glUniform3ivARB) USE_GL_FUNC(glUniform4fARB) USE_GL_FUNC(glUniform4fvARB) USE_GL_FUNC(glUniform4iARB) USE_GL_FUNC(glUniform4ivARB) USE_GL_FUNC(glUniformMatrix2fvARB) USE_GL_FUNC(glUniformMatrix3fvARB) USE_GL_FUNC(glUniformMatrix4fvARB) USE_GL_FUNC(glUseProgramObjectARB) USE_GL_FUNC(glValidateProgramARB) /* GL_ARB_shader_storage_buffer_object */ USE_GL_FUNC(glShaderStorageBlockBinding) /* GL_ARB_sync */ USE_GL_FUNC(glClientWaitSync) USE_GL_FUNC(glDeleteSync) USE_GL_FUNC(glFenceSync) USE_GL_FUNC(glGetInteger64v) USE_GL_FUNC(glGetSynciv) USE_GL_FUNC(glIsSync) USE_GL_FUNC(glWaitSync) /* GL_ARB_tessellation_shader */ USE_GL_FUNC(glPatchParameteri) USE_GL_FUNC(glPatchParameterfv) /* GL_ARB_texture_buffer_object */ USE_GL_FUNC(glTexBufferARB) /* GL_ARB_texture_buffer_range */ USE_GL_FUNC(glTexBufferRange) /* GL_ARB_texture_compression */ USE_GL_FUNC(glCompressedTexImage2DARB) USE_GL_FUNC(glCompressedTexImage3DARB) USE_GL_FUNC(glCompressedTexSubImage2DARB) USE_GL_FUNC(glCompressedTexSubImage3DARB) USE_GL_FUNC(glGetCompressedTexImageARB) /* GL_ARB_texture_multisample */ USE_GL_FUNC(glGetMultisamplefv); USE_GL_FUNC(glSampleMaski); USE_GL_FUNC(glTexImage2DMultisample); USE_GL_FUNC(glTexImage3DMultisample); /* GL_ARB_texture_storage */ USE_GL_FUNC(glTexStorage1D) USE_GL_FUNC(glTexStorage2D) USE_GL_FUNC(glTexStorage3D) /* GL_ARB_texture_storage_multisample */ USE_GL_FUNC(glTexStorage2DMultisample); USE_GL_FUNC(glTexStorage3DMultisample); /* GL_ARB_texture_view */ USE_GL_FUNC(glTextureView) /* GL_ARB_timer_query */ USE_GL_FUNC(glQueryCounter) USE_GL_FUNC(glGetQueryObjectui64v) /* GL_ARB_transform_feedback2 */ USE_GL_FUNC(glBindTransformFeedback); USE_GL_FUNC(glDeleteTransformFeedbacks); USE_GL_FUNC(glDrawTransformFeedback); USE_GL_FUNC(glGenTransformFeedbacks); USE_GL_FUNC(glIsTransformFeedback); USE_GL_FUNC(glPauseTransformFeedback); USE_GL_FUNC(glResumeTransformFeedback); /* GL_ARB_transform_feedback3 */ USE_GL_FUNC(glBeginQueryIndexed); USE_GL_FUNC(glDrawTransformFeedbackStream); USE_GL_FUNC(glEndQueryIndexed); USE_GL_FUNC(glGetQueryIndexediv); /* GL_ARB_uniform_buffer_object */ USE_GL_FUNC(glBindBufferBase) USE_GL_FUNC(glBindBufferRange) USE_GL_FUNC(glGetActiveUniformBlockName) USE_GL_FUNC(glGetActiveUniformBlockiv) USE_GL_FUNC(glGetActiveUniformName) USE_GL_FUNC(glGetActiveUniformsiv) USE_GL_FUNC(glGetIntegeri_v) USE_GL_FUNC(glGetUniformBlockIndex) USE_GL_FUNC(glGetUniformIndices) USE_GL_FUNC(glUniformBlockBinding) /* GL_ARB_vertex_buffer_object */ USE_GL_FUNC(glBindBufferARB) USE_GL_FUNC(glBufferDataARB) USE_GL_FUNC(glBufferSubDataARB) USE_GL_FUNC(glDeleteBuffersARB) USE_GL_FUNC(glGenBuffersARB) USE_GL_FUNC(glGetBufferParameterivARB) USE_GL_FUNC(glGetBufferPointervARB) USE_GL_FUNC(glGetBufferSubDataARB) USE_GL_FUNC(glIsBufferARB) USE_GL_FUNC(glMapBufferARB) USE_GL_FUNC(glUnmapBufferARB) /* GL_ARB_vertex_program */ USE_GL_FUNC(glBindProgramARB) USE_GL_FUNC(glDeleteProgramsARB) USE_GL_FUNC(glDisableVertexAttribArrayARB) USE_GL_FUNC(glEnableVertexAttribArrayARB) USE_GL_FUNC(glGenProgramsARB) USE_GL_FUNC(glGetProgramivARB) USE_GL_FUNC(glProgramEnvParameter4fvARB) USE_GL_FUNC(glProgramLocalParameter4fvARB) USE_GL_FUNC(glProgramStringARB) USE_GL_FUNC(glVertexAttrib1dARB) USE_GL_FUNC(glVertexAttrib1dvARB) USE_GL_FUNC(glVertexAttrib1fARB) USE_GL_FUNC(glVertexAttrib1fvARB) USE_GL_FUNC(glVertexAttrib1sARB) USE_GL_FUNC(glVertexAttrib1svARB) USE_GL_FUNC(glVertexAttrib2dARB) USE_GL_FUNC(glVertexAttrib2dvARB) USE_GL_FUNC(glVertexAttrib2fARB) USE_GL_FUNC(glVertexAttrib2fvARB) USE_GL_FUNC(glVertexAttrib2sARB) USE_GL_FUNC(glVertexAttrib2svARB) USE_GL_FUNC(glVertexAttrib3dARB) USE_GL_FUNC(glVertexAttrib3dvARB) USE_GL_FUNC(glVertexAttrib3fARB) USE_GL_FUNC(glVertexAttrib3fvARB) USE_GL_FUNC(glVertexAttrib3sARB) USE_GL_FUNC(glVertexAttrib3svARB) USE_GL_FUNC(glVertexAttrib4NbvARB) USE_GL_FUNC(glVertexAttrib4NivARB) USE_GL_FUNC(glVertexAttrib4NsvARB) USE_GL_FUNC(glVertexAttrib4NubARB) USE_GL_FUNC(glVertexAttrib4NubvARB) USE_GL_FUNC(glVertexAttrib4NuivARB) USE_GL_FUNC(glVertexAttrib4NusvARB) USE_GL_FUNC(glVertexAttrib4bvARB) USE_GL_FUNC(glVertexAttrib4dARB) USE_GL_FUNC(glVertexAttrib4dvARB) USE_GL_FUNC(glVertexAttrib4fARB) USE_GL_FUNC(glVertexAttrib4fvARB) USE_GL_FUNC(glVertexAttrib4ivARB) USE_GL_FUNC(glVertexAttrib4sARB) USE_GL_FUNC(glVertexAttrib4svARB) USE_GL_FUNC(glVertexAttrib4ubvARB) USE_GL_FUNC(glVertexAttrib4uivARB) USE_GL_FUNC(glVertexAttrib4usvARB) USE_GL_FUNC(glVertexAttribPointerARB) /* GL_ARB_viewport_array */ USE_GL_FUNC(glDepthRangeArrayv) USE_GL_FUNC(glDepthRangeIndexed) USE_GL_FUNC(glGetDoublei_v) USE_GL_FUNC(glGetFloati_v) USE_GL_FUNC(glScissorArrayv) USE_GL_FUNC(glScissorIndexed) USE_GL_FUNC(glScissorIndexedv) USE_GL_FUNC(glViewportArrayv) USE_GL_FUNC(glViewportIndexedf) USE_GL_FUNC(glViewportIndexedfv) /* GL_ARB_texture_barrier */ USE_GL_FUNC(glTextureBarrier); /* GL_ATI_fragment_shader */ USE_GL_FUNC(glAlphaFragmentOp1ATI) USE_GL_FUNC(glAlphaFragmentOp2ATI) USE_GL_FUNC(glAlphaFragmentOp3ATI) USE_GL_FUNC(glBeginFragmentShaderATI) USE_GL_FUNC(glBindFragmentShaderATI) USE_GL_FUNC(glColorFragmentOp1ATI) USE_GL_FUNC(glColorFragmentOp2ATI) USE_GL_FUNC(glColorFragmentOp3ATI) USE_GL_FUNC(glDeleteFragmentShaderATI) USE_GL_FUNC(glEndFragmentShaderATI) USE_GL_FUNC(glGenFragmentShadersATI) USE_GL_FUNC(glPassTexCoordATI) USE_GL_FUNC(glSampleMapATI) USE_GL_FUNC(glSetFragmentShaderConstantATI) /* GL_ATI_separate_stencil */ USE_GL_FUNC(glStencilOpSeparateATI) USE_GL_FUNC(glStencilFuncSeparateATI) /* GL_EXT_blend_color */ USE_GL_FUNC(glBlendColorEXT) /* GL_EXT_blend_equation_separate */ USE_GL_FUNC(glBlendFuncSeparateEXT) /* GL_EXT_blend_func_separate */ USE_GL_FUNC(glBlendEquationSeparateEXT) /* GL_EXT_blend_minmax */ USE_GL_FUNC(glBlendEquationEXT) /* GL_EXT_depth_bounds_test */ USE_GL_FUNC(glDepthBoundsEXT) /* GL_EXT_draw_buffers2 */ USE_GL_FUNC(glColorMaskIndexedEXT) USE_GL_FUNC(glDisableIndexedEXT) USE_GL_FUNC(glEnableIndexedEXT) USE_GL_FUNC(glGetBooleanIndexedvEXT) USE_GL_FUNC(glGetIntegerIndexedvEXT) USE_GL_FUNC(glIsEnabledIndexedEXT) /* GL_EXT_fog_coord */ USE_GL_FUNC(glFogCoordPointerEXT) USE_GL_FUNC(glFogCoorddEXT) USE_GL_FUNC(glFogCoorddvEXT) USE_GL_FUNC(glFogCoordfEXT) USE_GL_FUNC(glFogCoordfvEXT) /* GL_EXT_framebuffer_blit */ USE_GL_FUNC(glBlitFramebufferEXT) /* GL_EXT_framebuffer_multisample */ USE_GL_FUNC(glRenderbufferStorageMultisampleEXT) /* GL_EXT_framebuffer_object */ USE_GL_FUNC(glBindFramebufferEXT) USE_GL_FUNC(glBindRenderbufferEXT) USE_GL_FUNC(glCheckFramebufferStatusEXT) USE_GL_FUNC(glDeleteFramebuffersEXT) USE_GL_FUNC(glDeleteRenderbuffersEXT) USE_GL_FUNC(glFramebufferRenderbufferEXT) USE_GL_FUNC(glFramebufferTexture1DEXT) USE_GL_FUNC(glFramebufferTexture2DEXT) USE_GL_FUNC(glFramebufferTexture3DEXT) USE_GL_FUNC(glGenFramebuffersEXT) USE_GL_FUNC(glGenRenderbuffersEXT) USE_GL_FUNC(glGenerateMipmapEXT) USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT) USE_GL_FUNC(glGetRenderbufferParameterivEXT) USE_GL_FUNC(glIsFramebufferEXT) USE_GL_FUNC(glIsRenderbufferEXT) USE_GL_FUNC(glRenderbufferStorageEXT) /* GL_EXT_gpu_program_parameters */ USE_GL_FUNC(glProgramEnvParameters4fvEXT) USE_GL_FUNC(glProgramLocalParameters4fvEXT) /* GL_EXT_gpu_shader4 */ USE_GL_FUNC(glBindFragDataLocationEXT) USE_GL_FUNC(glGetFragDataLocationEXT) USE_GL_FUNC(glGetUniformuivEXT) USE_GL_FUNC(glGetVertexAttribIivEXT) USE_GL_FUNC(glGetVertexAttribIuivEXT) USE_GL_FUNC(glUniform1uiEXT) USE_GL_FUNC(glUniform1uivEXT) USE_GL_FUNC(glUniform2uiEXT) USE_GL_FUNC(glUniform2uivEXT) USE_GL_FUNC(glUniform3uiEXT) USE_GL_FUNC(glUniform3uivEXT) USE_GL_FUNC(glUniform4uiEXT) USE_GL_FUNC(glUniform4uivEXT) USE_GL_FUNC(glVertexAttribI1iEXT) USE_GL_FUNC(glVertexAttribI1ivEXT) USE_GL_FUNC(glVertexAttribI1uiEXT) USE_GL_FUNC(glVertexAttribI1uivEXT) USE_GL_FUNC(glVertexAttribI2iEXT) USE_GL_FUNC(glVertexAttribI2ivEXT) USE_GL_FUNC(glVertexAttribI2uiEXT) USE_GL_FUNC(glVertexAttribI2uivEXT) USE_GL_FUNC(glVertexAttribI3iEXT) USE_GL_FUNC(glVertexAttribI3ivEXT) USE_GL_FUNC(glVertexAttribI3uiEXT) USE_GL_FUNC(glVertexAttribI3uivEXT) USE_GL_FUNC(glVertexAttribI4bvEXT) USE_GL_FUNC(glVertexAttribI4iEXT) USE_GL_FUNC(glVertexAttribI4ivEXT) USE_GL_FUNC(glVertexAttribI4svEXT) USE_GL_FUNC(glVertexAttribI4ubvEXT) USE_GL_FUNC(glVertexAttribI4uiEXT) USE_GL_FUNC(glVertexAttribI4uivEXT) USE_GL_FUNC(glVertexAttribI4usvEXT) USE_GL_FUNC(glVertexAttribIPointerEXT) /* GL_EXT_memory_object */ USE_GL_FUNC(glGetUnsignedBytei_vEXT) USE_GL_FUNC(glGetUnsignedBytevEXT) /* GL_EXT_point_parameters */ USE_GL_FUNC(glPointParameterfEXT) USE_GL_FUNC(glPointParameterfvEXT) /* GL_EXT_polgyon_offset_clamp */ USE_GL_FUNC(glPolygonOffsetClampEXT) /* GL_EXT_provoking_vertex */ USE_GL_FUNC(glProvokingVertexEXT) /* GL_EXT_secondary_color */ USE_GL_FUNC(glSecondaryColor3fEXT) USE_GL_FUNC(glSecondaryColor3fvEXT) USE_GL_FUNC(glSecondaryColor3ubEXT) USE_GL_FUNC(glSecondaryColor3ubvEXT) USE_GL_FUNC(glSecondaryColorPointerEXT) /* GL_EXT_stencil_two_side */ USE_GL_FUNC(glActiveStencilFaceEXT) /* GL_EXT_texture3D */ USE_GL_FUNC(glTexImage3D) USE_GL_FUNC(glTexImage3DEXT) USE_GL_FUNC(glTexSubImage3D) USE_GL_FUNC(glTexSubImage3DEXT) /* GL_NV_fence */ USE_GL_FUNC(glDeleteFencesNV) USE_GL_FUNC(glFinishFenceNV) USE_GL_FUNC(glGenFencesNV) USE_GL_FUNC(glGetFenceivNV) USE_GL_FUNC(glIsFenceNV) USE_GL_FUNC(glSetFenceNV) USE_GL_FUNC(glTestFenceNV) /* GL_NV_half_float */ USE_GL_FUNC(glColor3hNV) USE_GL_FUNC(glColor3hvNV) USE_GL_FUNC(glColor4hNV) USE_GL_FUNC(glColor4hvNV) USE_GL_FUNC(glFogCoordhNV) USE_GL_FUNC(glFogCoordhvNV) USE_GL_FUNC(glMultiTexCoord1hNV) USE_GL_FUNC(glMultiTexCoord1hvNV) USE_GL_FUNC(glMultiTexCoord2hNV) USE_GL_FUNC(glMultiTexCoord2hvNV) USE_GL_FUNC(glMultiTexCoord3hNV) USE_GL_FUNC(glMultiTexCoord3hvNV) USE_GL_FUNC(glMultiTexCoord4hNV) USE_GL_FUNC(glMultiTexCoord4hvNV) USE_GL_FUNC(glNormal3hNV) USE_GL_FUNC(glNormal3hvNV) USE_GL_FUNC(glSecondaryColor3hNV) USE_GL_FUNC(glSecondaryColor3hvNV) USE_GL_FUNC(glTexCoord1hNV) USE_GL_FUNC(glTexCoord1hvNV) USE_GL_FUNC(glTexCoord2hNV) USE_GL_FUNC(glTexCoord2hvNV) USE_GL_FUNC(glTexCoord3hNV) USE_GL_FUNC(glTexCoord3hvNV) USE_GL_FUNC(glTexCoord4hNV) USE_GL_FUNC(glTexCoord4hvNV) USE_GL_FUNC(glVertex2hNV) USE_GL_FUNC(glVertex2hvNV) USE_GL_FUNC(glVertex3hNV) USE_GL_FUNC(glVertex3hvNV) USE_GL_FUNC(glVertex4hNV) USE_GL_FUNC(glVertex4hvNV) USE_GL_FUNC(glVertexAttrib1hNV) USE_GL_FUNC(glVertexAttrib1hvNV) USE_GL_FUNC(glVertexAttrib2hNV) USE_GL_FUNC(glVertexAttrib2hvNV) USE_GL_FUNC(glVertexAttrib3hNV) USE_GL_FUNC(glVertexAttrib3hvNV) USE_GL_FUNC(glVertexAttrib4hNV) USE_GL_FUNC(glVertexAttrib4hvNV) USE_GL_FUNC(glVertexAttribs1hvNV) USE_GL_FUNC(glVertexAttribs2hvNV) USE_GL_FUNC(glVertexAttribs3hvNV) USE_GL_FUNC(glVertexAttribs4hvNV) USE_GL_FUNC(glVertexWeighthNV) USE_GL_FUNC(glVertexWeighthvNV) /* GL_NV_point_sprite */ USE_GL_FUNC(glPointParameteriNV) USE_GL_FUNC(glPointParameterivNV) /* GL_NV_register_combiners */ USE_GL_FUNC(glCombinerInputNV) USE_GL_FUNC(glCombinerOutputNV) USE_GL_FUNC(glCombinerParameterfNV) USE_GL_FUNC(glCombinerParameterfvNV) USE_GL_FUNC(glCombinerParameteriNV) USE_GL_FUNC(glCombinerParameterivNV) USE_GL_FUNC(glFinalCombinerInputNV) /* GL_NV_texture_barrier */ USE_GL_FUNC(glTextureBarrierNV); /* WGL extensions */ USE_GL_FUNC(wglChoosePixelFormatARB) USE_GL_FUNC(wglGetExtensionsStringARB) USE_GL_FUNC(wglGetPixelFormatAttribfvARB) USE_GL_FUNC(wglGetPixelFormatAttribivARB) USE_GL_FUNC(wglQueryCurrentRendererIntegerWINE) USE_GL_FUNC(wglQueryCurrentRendererStringWINE) USE_GL_FUNC(wglQueryRendererIntegerWINE) USE_GL_FUNC(wglQueryRendererStringWINE) USE_GL_FUNC(wglSetPixelFormatWINE) USE_GL_FUNC(wglSwapIntervalEXT) /* Newer core functions */ USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */ USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */ USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */ USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */ USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */ USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */ USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */ USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */ USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */ USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */ USE_GL_FUNC(glBlendEquationi) /* OpenGL 4.0 */ USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */ USE_GL_FUNC(glBlendEquationSeparatei) /* OpenGL 4.0 */ USE_GL_FUNC(glBlendFunci) /* OpenGL 4.0 */ USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */ USE_GL_FUNC(glBlendFuncSeparatei) /* OpenGL 4.0 */ USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */ USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */ USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */ USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */ USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */ USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */ USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */ USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */ USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */ USE_GL_FUNC(glDebugMessageCallback) /* OpenGL 4.3 */ USE_GL_FUNC(glDebugMessageControl) /* OpenGL 4.3 */ USE_GL_FUNC(glDebugMessageInsert) /* OpenGL 4.3 */ USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */ USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */ USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */ USE_GL_FUNC(glDeleteVertexArrays) /* OpenGL 3.0 */ USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */ USE_GL_FUNC(glDisablei) /* OpenGL 3.0 */ USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */ USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */ USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */ USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */ USE_GL_FUNC(glEnablei) /* OpenGL 3.0 */ USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */ USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */ USE_GL_FUNC(glEndTransformFeedback) /* OpenGL 3.0 */ USE_GL_FUNC(glFramebufferTexture) /* OpenGL 3.2 */ USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */ USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */ USE_GL_FUNC(glGenVertexArrays) /* OpenGL 3.0 */ USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */ USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */ USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */ USE_GL_FUNC(glGetBooleani_v) /* OpenGL 3.0 */ USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */ USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */ USE_GL_FUNC(glGetDebugMessageLog) /* OpenGL 4.3 */ USE_GL_FUNC(glGetIntegeri_v) /* OpenGL 3.0 */ USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */ USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */ USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */ USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */ USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */ USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */ USE_GL_FUNC(glGetTextureLevelParameteriv) /* OpenGL 4.5 */ USE_GL_FUNC(glGetTextureParameteriv) /* OpenGL 4.5 */ USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */ USE_GL_FUNC(glIsEnabledi) /* OpenGL 3.0 */ USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */ USE_GL_FUNC(glMinSampleShading) /* OpenGL 4.0 */ USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */ USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */ USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */ USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */ USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */ USE_GL_FUNC(glTexBuffer) /* OpenGL 3.1 */ USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */ USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */ USE_GL_FUNC(glTransformFeedbackVaryings) /* OpenGL 3.0 */ USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */ USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nub) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */ USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */ USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */ #undef USE_GL_FUNC #ifndef USE_WIN32_OPENGL /* hack: use the functions directly from the TEB table to bypass the thunks */ /* note that we still need the above wglGetProcAddress calls to initialize the table */ gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext; #endif #define MAP_GL_FUNCTION(core_func, ext_func) \ do \ { \ if (!gl_info->gl_ops.ext.p_##core_func) \ gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \ } while (0) #define MAP_GL_FUNCTION_CAST(core_func, ext_func) \ do \ { \ if (!gl_info->gl_ops.ext.p_##core_func) \ gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \ } while (0) MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB); MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB); MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB); MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB); MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB); MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT); MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT); MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT); MAP_GL_FUNCTION(glBlendEquationi, glBlendEquationiARB); MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT); MAP_GL_FUNCTION(glBlendEquationSeparatei, glBlendEquationSeparateiARB); MAP_GL_FUNCTION(glBlendFunci, glBlendFunciARB); MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT); MAP_GL_FUNCTION(glBlendFuncSeparatei, glBlendFuncSeparateiARB); MAP_GL_FUNCTION(glBufferData, glBufferDataARB); MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB); MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT); MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB); MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB); MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB); MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB); MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB); MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB); MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB); MAP_GL_FUNCTION(glDebugMessageCallback, glDebugMessageCallbackARB); MAP_GL_FUNCTION(glDebugMessageControl, glDebugMessageControlARB); MAP_GL_FUNCTION(glDebugMessageInsert, glDebugMessageInsertARB); MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB); MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB); MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB); MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB); MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB); MAP_GL_FUNCTION(glDisablei, glDisableIndexedEXT); MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB); MAP_GL_FUNCTION(glDrawArraysInstanced, glDrawArraysInstancedARB); MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB); MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB); MAP_GL_FUNCTION(glEnablei, glEnableIndexedEXT); MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB); MAP_GL_FUNCTION(glEndQuery, glEndQueryARB); MAP_GL_FUNCTION(glFramebufferTexture, glFramebufferTextureARB); MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB); MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB); MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB); MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB); MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB); MAP_GL_FUNCTION(glGetBooleani_v, glGetBooleanIndexedvEXT); MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB); MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB); MAP_GL_FUNCTION(glGetDebugMessageLog, glGetDebugMessageLogARB); MAP_GL_FUNCTION(glGetIntegeri_v, glGetIntegerIndexedvEXT); MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB); MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB); MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB); MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB); MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB); MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB); MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB); MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB); MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB); MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB); MAP_GL_FUNCTION(glIsEnabledi, glIsEnabledIndexedEXT); MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB); MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB); MAP_GL_FUNCTION(glMinSampleShading, glMinSampleShadingARB); MAP_GL_FUNCTION(glPolygonOffsetClamp, glPolygonOffsetClampEXT); MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB); MAP_GL_FUNCTION(glTexBuffer, glTexBufferARB); MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT); MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT); MAP_GL_FUNCTION(glUniform1f, glUniform1fARB); MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB); MAP_GL_FUNCTION(glUniform1i, glUniform1iARB); MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB); MAP_GL_FUNCTION(glUniform2f, glUniform2fARB); MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB); MAP_GL_FUNCTION(glUniform2i, glUniform2iARB); MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB); MAP_GL_FUNCTION(glUniform3f, glUniform3fARB); MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB); MAP_GL_FUNCTION(glUniform3i, glUniform3iARB); MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB); MAP_GL_FUNCTION(glUniform4f, glUniform4fARB); MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB); MAP_GL_FUNCTION(glUniform4i, glUniform4iARB); MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB); MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB); MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB); MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB); MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB); MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB); MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB); MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB); MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB); MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB); MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB); MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB); MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB); MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB); MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB); MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB); MAP_GL_FUNCTION(glVertexAttrib4Nub, glVertexAttrib4NubARB); MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB); MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB); MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB); MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB); MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB); MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT); MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB); #undef MAP_GL_FUNCTION #undef MAP_GL_FUNCTION_CAST } static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) { unsigned int i, sampler_count; GLint gl_max; gl_info->limits.buffers = 1; gl_info->limits.textures = 0; gl_info->limits.texture_coords = 0; for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { gl_info->limits.uniform_blocks[i] = 0; gl_info->limits.samplers[i] = 0; } gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1; gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]; gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; gl_info->limits.vertex_attribs = 16; gl_info->limits.texture_buffer_offset_alignment = 1; gl_info->limits.glsl_vs_float_constants = 0; gl_info->limits.glsl_ps_float_constants = 0; gl_info->limits.arb_vs_float_constants = 0; gl_info->limits.arb_vs_native_constants = 0; gl_info->limits.arb_vs_instructions = 0; gl_info->limits.arb_vs_temps = 0; gl_info->limits.arb_ps_float_constants = 0; gl_info->limits.arb_ps_local_constants = 0; gl_info->limits.arb_ps_instructions = 0; gl_info->limits.arb_ps_temps = 0; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_DISTANCES, &gl_max); gl_info->limits.user_clip_distances = min(WINED3D_MAX_CLIP_DISTANCES, gl_max); TRACE("Clip plane support - max planes %d.\n", gl_max); if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max); gl_info->limits.lights = gl_max; TRACE("Light support - max lights %d.\n", gl_max); } gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max); gl_info->limits.texture_size = gl_max; TRACE("Maximum texture size support - max texture size %d.\n", gl_max); if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max); TRACE("Minimum buffer map alignment: %d.\n", gl_max); } else { WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n"); } if (gl_info->supported[NV_REGISTER_COMBINERS]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max); gl_info->limits.general_combiners = gl_max; TRACE("Max general combiners: %d.\n", gl_max); } if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max); gl_info->limits.buffers = min(WINED3D_MAX_RENDER_TARGETS, gl_max); TRACE("Max draw buffers: %u.\n", gl_max); } if (gl_info->supported[ARB_MULTITEXTURE]) { if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); gl_info->limits.textures = min(WINED3D_MAX_TEXTURES, gl_max); TRACE("Max textures: %d.\n", gl_info->limits.textures); if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max); gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max); } else { gl_info->limits.texture_coords = gl_info->limits.textures; } TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords); } if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max); gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max; } else { gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures; } TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]); if (gl_info->supported[ARB_VERTEX_SHADER]) { unsigned int vertex_sampler_count; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max); vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max); gl_info->limits.combined_samplers = gl_max; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max); gl_info->limits.vertex_attribs = gl_max; /* Loading GLSL sampler uniforms is much simpler if we can assume * that the sampler setup is known at shader link time. In a * vertex shader + pixel shader combination this isn't an issue * because then the sampler setup only depends on the two shaders. * If a pixel shader is used with fixed-function vertex processing * we're fine too because fixed-function vertex processing doesn't * use any samplers. If fixed-function fragment processing is used * we have to make sure that all vertex sampler setups are valid * together with all possible fixed-function fragment processing * setups. This is true if vsamplers + WINED3D_MAX_TEXTURES <= max_samplers. * This is true on all Direct3D 9 cards that support vertex * texture fetch (GeForce 6 and GeForce 7 cards). Direct3D 9 * Radeon cards do not support vertex texture fetch. Direct3D 10 * cards have 128 samplers, and Direct3D 9 is limited to 8 * fixed-function texture stages and 4 vertex samplers. * Direct3D 10 does not have a fixed-function pipeline anymore. * * So this is just a check to check that our assumption holds * true. If not, write a warning and reduce the number of vertex * samplers or probably disable vertex texture fetch. */ if (vertex_sampler_count && gl_info->limits.combined_samplers < 12 && WINED3D_MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers) { FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n", vertex_sampler_count, gl_info->limits.combined_samplers); FIXME("Expected vertex samplers + WINED3D_MAX_TEXTURES(=8) > combined_samplers.\n"); if (gl_info->limits.combined_samplers > WINED3D_MAX_TEXTURES) vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_TEXTURES; else vertex_sampler_count = 0; gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count; } } else { gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]; } TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]); TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers); TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs); } else { gl_info->limits.textures = 1; gl_info->limits.texture_coords = 1; } if (gl_info->supported[EXT_TEXTURE3D]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max); gl_info->limits.texture3d_size = gl_max; TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size); } if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &gl_max); gl_info->limits.anisotropy = gl_max; TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy); } if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_ps_float_constants = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_ps_native_constants = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n", gl_info->limits.arb_ps_native_constants); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max)); gl_info->limits.arb_ps_temps = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max)); gl_info->limits.arb_ps_instructions = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_ps_local_constants = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions); } if (gl_info->supported[ARB_VERTEX_PROGRAM]) { GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_vs_float_constants = gl_max; TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants); GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_vs_native_constants = gl_max; TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n", gl_info->limits.arb_vs_native_constants); GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max)); gl_info->limits.arb_vs_temps = gl_max; TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps); GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max)); gl_info->limits.arb_vs_instructions = gl_max; TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions); } if (gl_info->supported[ARB_VERTEX_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_vs_float_constants = gl_max / 4; TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max); gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max); } } if (gl_info->supported[ARB_TESSELLATION_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max); gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max hull uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max); gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max; TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max); gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max domain uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max); gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max; TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]); } if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max); gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max); gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max; TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]); } if (gl_info->supported[ARB_FRAGMENT_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_ps_float_constants = gl_max / 4; TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants); if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); gl_info->limits.glsl_varyings = gl_max; } else { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &gl_max); gl_info->limits.glsl_varyings = gl_max - 4; } TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_info->limits.glsl_varyings, gl_info->limits.glsl_varyings / 4); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max); gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max); } } if (gl_info->supported[ARB_COMPUTE_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &gl_max); gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE] = min(gl_max, WINED3D_MAX_CBS); TRACE("Max compute uniform blocks: %u (%d).\n", gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max); gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max; TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]); } if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max); TRACE("Max combined uniform blocks: %d.\n", gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max); TRACE("Max uniform buffer bindings: %d.\n", gl_max); } if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &gl_max); gl_info->limits.texture_buffer_offset_alignment = gl_max; TRACE("Minimum required texture buffer offset alignment %d.\n", gl_max); } if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS]) { GLint max_fragment_buffers, max_combined_buffers, max_bindings; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, &max_fragment_buffers); TRACE("Max fragment atomic counter buffers: %d.\n", max_fragment_buffers); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, &max_combined_buffers); TRACE("Max combined atomic counter buffers: %d.\n", max_combined_buffers); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &max_bindings); TRACE("Max atomic counter buffer bindings: %d.\n", max_bindings); if (max_fragment_buffers < MAX_UNORDERED_ACCESS_VIEWS || max_combined_buffers < MAX_UNORDERED_ACCESS_VIEWS || max_bindings < MAX_UNORDERED_ACCESS_VIEWS) { WARN("Disabling ARB_shader_atomic_counters.\n"); gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] = FALSE; } } if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_STREAMS, &gl_max); TRACE("Max vertex streams: %d.\n", gl_max); } if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess); else gl_info->limits.shininess = 128.0f; if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max); gl_info->limits.samples = gl_max; } if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max); gl_info->limits.framebuffer_width = gl_max; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max); gl_info->limits.framebuffer_height = gl_max; } else { gl_info->limits.framebuffer_width = gl_info->limits.texture_size; gl_info->limits.framebuffer_height = gl_info->limits.texture_size; } gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS); sampler_count = 0; for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) sampler_count += gl_info->limits.samplers[i]; if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count) { /* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL * 3.2 is 48 (16 per stage). When tessellation shaders are supported * the minimum value is increased to 80. */ WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n", sampler_count, gl_info->limits.combined_samplers); for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i) gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16); } /* A majority of OpenGL implementations allow us to statically partition * the set of texture bindings into six separate sets. */ gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; sampler_count = 0; for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) sampler_count += gl_info->limits.samplers[i]; if (gl_info->limits.combined_samplers >= sampler_count) gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; } /* Context activation is done by the caller. */ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *caps_gl_ctx, unsigned int wined3d_creation_flags) { static const struct { enum wined3d_gl_extension extension; DWORD min_gl_version; } core_extensions[] = { {EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2)}, {ARB_MULTISAMPLE, MAKEDWORD_VERSION(1, 3)}, {ARB_MULTITEXTURE, MAKEDWORD_VERSION(1, 3)}, {ARB_TEXTURE_BORDER_CLAMP, MAKEDWORD_VERSION(1, 3)}, {ARB_TEXTURE_COMPRESSION, MAKEDWORD_VERSION(1, 3)}, {ARB_TEXTURE_CUBE_MAP, MAKEDWORD_VERSION(1, 3)}, {ARB_DEPTH_TEXTURE, MAKEDWORD_VERSION(1, 4)}, {ARB_POINT_PARAMETERS, MAKEDWORD_VERSION(1, 4)}, {ARB_SHADOW, MAKEDWORD_VERSION(1, 4)}, {ARB_TEXTURE_MIRRORED_REPEAT, MAKEDWORD_VERSION(1, 4)}, {EXT_BLEND_COLOR, MAKEDWORD_VERSION(1, 4)}, {EXT_BLEND_FUNC_SEPARATE, MAKEDWORD_VERSION(1, 4)}, {EXT_BLEND_MINMAX, MAKEDWORD_VERSION(1, 4)}, {EXT_BLEND_SUBTRACT, MAKEDWORD_VERSION(1, 4)}, {EXT_STENCIL_WRAP, MAKEDWORD_VERSION(1, 4)}, {NV_POINT_SPRITE, MAKEDWORD_VERSION(1, 4)}, {ARB_OCCLUSION_QUERY, MAKEDWORD_VERSION(1, 5)}, {ARB_VERTEX_BUFFER_OBJECT, MAKEDWORD_VERSION(1, 5)}, {ARB_DRAW_BUFFERS, MAKEDWORD_VERSION(2, 0)}, {ARB_FRAGMENT_SHADER, MAKEDWORD_VERSION(2, 0)}, {ARB_SHADING_LANGUAGE_100, MAKEDWORD_VERSION(2, 0)}, {ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0)}, {ARB_VERTEX_SHADER, MAKEDWORD_VERSION(2, 0)}, {EXT_BLEND_EQUATION_SEPARATE, MAKEDWORD_VERSION(2, 0)}, {ARB_PIXEL_BUFFER_OBJECT, MAKEDWORD_VERSION(2, 1)}, {EXT_TEXTURE_SRGB, MAKEDWORD_VERSION(2, 1)}, {ARB_COLOR_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)}, {ARB_DEPTH_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)}, {ARB_FRAMEBUFFER_OBJECT, MAKEDWORD_VERSION(3, 0)}, {ARB_FRAMEBUFFER_SRGB, MAKEDWORD_VERSION(3, 0)}, {ARB_HALF_FLOAT_PIXEL, MAKEDWORD_VERSION(3, 0)}, {ARB_HALF_FLOAT_VERTEX, MAKEDWORD_VERSION(3, 0)}, {ARB_MAP_BUFFER_RANGE, MAKEDWORD_VERSION(3, 0)}, {ARB_TEXTURE_COMPRESSION_RGTC, MAKEDWORD_VERSION(3, 0)}, {ARB_TEXTURE_FLOAT, MAKEDWORD_VERSION(3, 0)}, {ARB_TEXTURE_RG, MAKEDWORD_VERSION(3, 0)}, {EXT_DRAW_BUFFERS2, MAKEDWORD_VERSION(3, 0)}, {EXT_PACKED_FLOAT, MAKEDWORD_VERSION(3, 0)}, {EXT_TEXTURE_ARRAY, MAKEDWORD_VERSION(3, 0)}, {EXT_TEXTURE_INTEGER, MAKEDWORD_VERSION(3, 0)}, {EXT_TEXTURE_SHARED_EXPONENT, MAKEDWORD_VERSION(3, 0)}, /* We don't want to enable EXT_GPU_SHADER4: even though similar * functionality is available in core GL 3.0 / GLSL 1.30, it's different * enough that reusing the same flag for the new features hurts more * than it helps. */ /* EXT_framebuffer_object, EXT_framebuffer_blit, * EXT_framebuffer_multisample and EXT_packed_depth_stencil * are integrated into ARB_framebuffer_object. */ {ARB_COPY_BUFFER, MAKEDWORD_VERSION(3, 1)}, {ARB_DRAW_INSTANCED, MAKEDWORD_VERSION(3, 1)}, {ARB_TEXTURE_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)}, {ARB_UNIFORM_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)}, {EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)}, /* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */ {ARB_DEPTH_CLAMP, MAKEDWORD_VERSION(3, 2)}, {ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)}, /* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2 * core geometry shaders so it's not really correct to expose the * extension for core-only support. */ {ARB_FRAGMENT_COORD_CONVENTIONS, MAKEDWORD_VERSION(3, 2)}, {ARB_PROVOKING_VERTEX, MAKEDWORD_VERSION(3, 2)}, {ARB_SEAMLESS_CUBE_MAP, MAKEDWORD_VERSION(3, 2)}, {ARB_SYNC, MAKEDWORD_VERSION(3, 2)}, {ARB_TEXTURE_MULTISAMPLE, MAKEDWORD_VERSION(3, 2)}, {ARB_VERTEX_ARRAY_BGRA, MAKEDWORD_VERSION(3, 2)}, {ARB_BLEND_FUNC_EXTENDED, MAKEDWORD_VERSION(3, 3)}, {ARB_EXPLICIT_ATTRIB_LOCATION, MAKEDWORD_VERSION(3, 3)}, {ARB_INSTANCED_ARRAYS, MAKEDWORD_VERSION(3, 3)}, {ARB_SAMPLER_OBJECTS, MAKEDWORD_VERSION(3, 3)}, {ARB_SHADER_BIT_ENCODING, MAKEDWORD_VERSION(3, 3)}, {ARB_TEXTURE_RGB10_A2UI, MAKEDWORD_VERSION(3, 3)}, {ARB_TEXTURE_SWIZZLE, MAKEDWORD_VERSION(3, 3)}, {ARB_TIMER_QUERY, MAKEDWORD_VERSION(3, 3)}, {ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)}, {ARB_DRAW_BUFFERS_BLEND, MAKEDWORD_VERSION(4, 0)}, {ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)}, {ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)}, {ARB_SAMPLE_SHADING, MAKEDWORD_VERSION(4, 0)}, {ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)}, {ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)}, {ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)}, {ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)}, {ARB_TRANSFORM_FEEDBACK3, MAKEDWORD_VERSION(4, 0)}, {ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)}, {ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)}, {ARB_BASE_INSTANCE, MAKEDWORD_VERSION(4, 2)}, {ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)}, {ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)}, {ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)}, {ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)}, {ARB_SHADER_IMAGE_LOAD_STORE, MAKEDWORD_VERSION(4, 2)}, {ARB_SHADING_LANGUAGE_420PACK, MAKEDWORD_VERSION(4, 2)}, {ARB_SHADING_LANGUAGE_PACKING, MAKEDWORD_VERSION(4, 2)}, {ARB_TEXTURE_COMPRESSION_BPTC, MAKEDWORD_VERSION(4, 2)}, {ARB_TEXTURE_STORAGE, MAKEDWORD_VERSION(4, 2)}, {ARB_CLEAR_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)}, {ARB_COMPUTE_SHADER, MAKEDWORD_VERSION(4, 3)}, {ARB_COPY_IMAGE, MAKEDWORD_VERSION(4, 3)}, {ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)}, {ARB_ES3_COMPATIBILITY, MAKEDWORD_VERSION(4, 3)}, {ARB_FRAGMENT_LAYER_VIEWPORT, MAKEDWORD_VERSION(4, 3)}, {ARB_FRAMEBUFFER_NO_ATTACHMENTS, MAKEDWORD_VERSION(4, 3)}, {ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)}, {ARB_SHADER_IMAGE_SIZE, MAKEDWORD_VERSION(4, 3)}, {ARB_SHADER_STORAGE_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)}, {ARB_STENCIL_TEXTURING, MAKEDWORD_VERSION(4, 3)}, {ARB_TEXTURE_BUFFER_RANGE, MAKEDWORD_VERSION(4, 3)}, {ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)}, {ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 3)}, {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)}, {ARB_BUFFER_STORAGE, MAKEDWORD_VERSION(4, 4)}, {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)}, {ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)}, {ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, MAKEDWORD_VERSION(4, 4)}, {ARB_VERTEX_TYPE_10F_11F_11F_REV, MAKEDWORD_VERSION(4, 4)}, {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)}, {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)}, {ARB_DERIVATIVE_CONTROL, MAKEDWORD_VERSION(4, 5)}, {ARB_SHADER_TEXTURE_IMAGE_SAMPLES, MAKEDWORD_VERSION(4, 5)}, {ARB_TEXTURE_BARRIER, MAKEDWORD_VERSION(4, 5)}, {ARB_PIPELINE_STATISTICS_QUERY, MAKEDWORD_VERSION(4, 6)}, {ARB_POLYGON_OFFSET_CLAMP, MAKEDWORD_VERSION(4, 6)}, {ARB_TEXTURE_FILTER_ANISOTROPIC, MAKEDWORD_VERSION(4, 6)}, }; const char *gl_vendor_str, *gl_renderer_str, *gl_version_str; struct wined3d_gl_info *gl_info = &adapter->gl_info; DWORD gl_version, gl_ext_emul_mask; const char *WGL_Extensions = NULL; enum wined3d_gl_vendor gl_vendor; GLint context_profile = 0; unsigned int i, j; HDC hdc; TRACE("adapter %p.\n", adapter); gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER); TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str)); if (!gl_renderer_str) { ERR("Received a NULL GL_RENDERER.\n"); return FALSE; } gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR); TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str)); if (!gl_vendor_str) { ERR("Received a NULL GL_VENDOR.\n"); return FALSE; } /* Parse the GL_VERSION field into major and minor information */ gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION); TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str)); if (!gl_version_str) { ERR("Received a NULL GL_VERSION.\n"); return FALSE; } gl_version = wined3d_parse_gl_version(gl_version_str); load_gl_funcs(gl_info); memset(gl_info->supported, 0, sizeof(gl_info->supported)); gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE; if (gl_version >= MAKEDWORD_VERSION(3, 2)) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile); checkGLcall("Querying context profile"); } if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT) TRACE("Got a core profile context.\n"); else gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE; TRACE("GL extensions reported:\n"); if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS); if (!gl_extensions) { ERR("Received a NULL GL_EXTENSIONS.\n"); return FALSE; } parse_extension_string(gl_info, gl_extensions, gl_extension_map, ARRAY_SIZE(gl_extension_map)); } else { enumerate_gl_extensions(gl_info, gl_extension_map, ARRAY_SIZE(gl_extension_map)); } hdc = wglGetCurrentDC(); /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */ if (GL_EXTCALL(wglGetExtensionsStringARB)) WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc)); if (!WGL_Extensions) WARN("WGL extensions not supported.\n"); else parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, ARRAY_SIZE(wgl_extension_map)); for (i = 0; i < ARRAY_SIZE(core_extensions); ++i) { if (!gl_info->supported[core_extensions[i].extension] && gl_version >= core_extensions[i].min_gl_version) { for (j = 0; j < ARRAY_SIZE(gl_extension_map); ++j) if (gl_extension_map[j].extension == core_extensions[i].extension) break; if (j < ARRAY_SIZE(gl_extension_map)) { TRACE("GL CORE: %s support.\n", gl_extension_map[j].extension_string); gl_info->supported[core_extensions[i].extension] = TRUE; } else { FIXME("GL extension %u not in the GL extensions map.\n", core_extensions[i].extension); } } } if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT]) gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE; if (gl_version >= MAKEDWORD_VERSION(2, 0)) { gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE; /* We want to use the core APIs for two-sided stencil in GL 2.0. */ gl_info->supported[EXT_STENCIL_TWO_SIDE] = FALSE; } if (gl_version >= MAKEDWORD_VERSION(3, 2)) gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE; /* All the points are actually point sprites in core contexts, the APIs from * ARB_point_sprite are not supported anymore. */ if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) gl_info->supported[ARB_POINT_SPRITE] = FALSE; if (gl_info->supported[APPLE_FENCE]) { /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically. * The apple extension interacts with some other apple exts. Disable the NV * extension if the apple one is support to prevent confusion in other parts * of the code. */ gl_info->supported[NV_FENCE] = FALSE; } if (gl_info->supported[APPLE_FLOAT_PIXELS]) { /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel * * The enums are the same: * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b */ if (!gl_info->supported[ARB_TEXTURE_FLOAT]) { TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n"); gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE; } if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) { TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n"); gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE; } } if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same * functionality. Prefer the ARB extension */ gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE; } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n"); gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; } if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC]) { TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n"); gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE; } if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]) { TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n"); gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE; } if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG]) { TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n"); gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE; } if (gl_info->supported[NV_TEXTURE_SHADER2]) { if (gl_info->supported[NV_REGISTER_COMBINERS]) { /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2 * are supported. The nv extensions provide the same functionality as the * ATI one, and a bit more(signed pixelformats). */ gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE; } } if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { /* If we have full NP2 texture support, disable * GL_ARB_texture_rectangle because we will never use it. * This saves a few redundant glDisable calls. */ gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE; } if (gl_info->supported[ATI_FRAGMENT_SHADER]) { /* Disable NV_register_combiners and fragment shader if this is supported. * generally the NV extensions are preferred over the ATI ones, and this * extension is disabled if register_combiners and texture_shader2 are both * supported. So we reach this place only if we have incomplete NV dxlevel 8 * fragment processing support. */ gl_info->supported[NV_REGISTER_COMBINERS] = FALSE; gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE; gl_info->supported[NV_TEXTURE_SHADER] = FALSE; gl_info->supported[NV_TEXTURE_SHADER2] = FALSE; } if (gl_info->supported[NV_HALF_FLOAT]) { /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */ gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE; } if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode * we never render to sRGB surfaces). */ TRACE("EXT_texture_sRGB_decode is not supported, disabling ARB_framebuffer_sRGB.\n"); gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE; } if (gl_info->supported[ARB_OCCLUSION_QUERY]) { GLint counter_bits; GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits)); TRACE("Occlusion query counter has %d bits.\n", counter_bits); if (!counter_bits) gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE; } if (gl_info->supported[ARB_TIMER_QUERY]) { GLint counter_bits; GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits)); TRACE("Timestamp query counter has %d bits.\n", counter_bits); if (!counter_bits) gl_info->supported[ARB_TIMER_QUERY] = FALSE; } if (gl_version >= MAKEDWORD_VERSION(3, 0)) { GLint counter_bits; gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = TRUE; GL_EXTCALL(glGetQueryiv(GL_PRIMITIVES_GENERATED, GL_QUERY_COUNTER_BITS, &counter_bits)); TRACE("Primitives query counter has %d bits.\n", counter_bits); if (!counter_bits) gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE; GL_EXTCALL(glGetQueryiv(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_QUERY_COUNTER_BITS, &counter_bits)); TRACE("Transform feedback primitives query counter has %d bits.\n", counter_bits); if (!counter_bits) gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE; } if (gl_info->supported[ARB_VIEWPORT_ARRAY]) { GLint subpixel_bits; gl_info->gl_ops.gl.p_glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixel_bits); TRACE("Viewport supports %d subpixel bits.\n", subpixel_bits); if (subpixel_bits < 8 && gl_info->supported[ARB_CLIP_CONTROL]) { TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n"); gl_info->supported[ARB_CLIP_CONTROL] = FALSE; } gl_info->limits.viewport_subpixel_bits = subpixel_bits; } if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY]) { /* When using ARB_clip_control we need the float viewport parameters * introduced by ARB_viewport_array to take care of the shifted pixel * coordinates. */ TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n"); gl_info->supported[ARB_CLIP_CONTROL] = FALSE; } if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE]) { /* The stencil value needs to be placed in the green channel. */ TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n"); gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE; } if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP]) { TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n"); gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE; } if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE]) { TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n"); gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE; } if (gl_info->supported[ARB_TEXTURE_STORAGE] && gl_info->supported[APPLE_YCBCR_422]) { /* AFAIK APPLE_ycbcr_422 is only available in legacy contexts so we shouldn't ever hit this. */ ERR("Disabling APPLE_ycbcr_422 because of ARB_texture_storage.\n"); gl_info->supported[APPLE_YCBCR_422] = FALSE; } if (gl_info->supported[ARB_DRAW_INDIRECT] && !gl_info->supported[ARB_BASE_INSTANCE]) { /* If ARB_base_instance is not supported the baseInstance field * in indirect draw parameters must be 0 or behavior is undefined. */ WARN("Disabling ARB_draw_indirect because ARB_base_instance is not supported.\n"); gl_info->supported[ARB_DRAW_INDIRECT] = FALSE; } if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !wined3d_settings.multisample_textures) gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE; if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !gl_info->supported[ARB_TEXTURE_STORAGE_MULTISAMPLE]) { WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n"); gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE; } if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] && !gl_info->supported[EXT_PACKED_DEPTH_STENCIL]) { TRACE(" IMPLIED: GL_EXT_packed_depth_stencil (by GL_ARB_framebuffer_object).\n"); gl_info->supported[EXT_PACKED_DEPTH_STENCIL] = TRUE; } wined3d_adapter_init_limits(gl_info); if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT; if (gl_info->supported[ARB_SHADING_LANGUAGE_100]) { const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB); unsigned int major, minor; TRACE("GLSL version string: %s.\n", debugstr_a(str)); /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */ sscanf(str, "%u.%u", &major, &minor); gl_info->glsl_version = MAKEDWORD_VERSION(major, minor); if (gl_info->glsl_version > MAKEDWORD_VERSION(1, 30) && gl_version < MAKEDWORD_VERSION(3, 0)) { WARN("OpenGL version %u.%u too low, limiting GLSL version to 1.30.\n", gl_version >> 16, gl_version & 0xffff); gl_info->glsl_version = MAKEDWORD_VERSION(1, 30); } if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30)) gl_info->supported[WINED3D_GLSL_130] = TRUE; } checkGLcall("extension detection"); adapter->shader_backend = select_shader_backend(gl_info); adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend); adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend); if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer; gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers; gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers; gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage; gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv; gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer; gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers; gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D; gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv; gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer; gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap; gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTexture; } else { if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT; gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT; gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT; gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT; gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT; gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT; gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT; gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT; } else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } if (gl_info->supported[ARB_GEOMETRY_SHADER4]) { gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTextureARB; gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB; } if (gl_info->supported[EXT_FRAMEBUFFER_BLIT]) { gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT; } if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE]) { gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT; } } gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT; gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE; gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT; if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { GLuint vao; GL_EXTCALL(glGenVertexArrays(1, &vao)); GL_EXTCALL(glBindVertexArray(vao)); checkGLcall("creating VAO"); } gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str, gl_version_str); TRACE("Guessed GL vendor %#x.\n", gl_vendor); if (!(caps_gl_ctx->gpu_description = query_gpu_description(gl_info, &caps_gl_ctx->vram_bytes))) { enum wined3d_feature_level feature_level; struct fragment_caps fragment_caps; enum wined3d_pci_vendor vendor; enum wined3d_pci_device device; struct shader_caps shader_caps; adapter->shader_backend->shader_get_caps(adapter, &shader_caps); adapter->fragment_pipe->get_caps(adapter, &fragment_caps); feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps); vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str); TRACE("Guessed vendor PCI ID 0x%04x.\n", vendor); device = wined3d_guess_card(feature_level, gl_renderer_str, &gl_vendor, &vendor); TRACE("Guessed device PCI ID 0x%04x.\n", device); if (!(caps_gl_ctx->gpu_description = wined3d_get_gpu_description(vendor, device))) { ERR("Card %04x:%04x not found in driver DB.\n", vendor, device); return FALSE; } } fixup_extensions(gl_info, caps_gl_ctx, gl_renderer_str, gl_vendor); adapter->vram_bytes_used = 0; TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(caps_gl_ctx->vram_bytes)); if (gl_info->supported[EXT_MEMORY_OBJECT]) { GLint device_count = 0; gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_DEVICE_UUIDS_EXT, &device_count); if (device_count > 0) { if (device_count > 1) FIXME("A set of %d devices is not supported.\n", device_count); GL_EXTCALL(glGetUnsignedBytevEXT(GL_DRIVER_UUID_EXT, (GLubyte *)&adapter->driver_uuid)); GL_EXTCALL(glGetUnsignedBytei_vEXT(GL_DEVICE_UUID_EXT, 0, (GLubyte *)&adapter->device_uuid)); TRACE("Driver UUID: %s, device UUID %s.\n", debugstr_guid(&adapter->driver_uuid), debugstr_guid(&adapter->device_uuid)); } else { WARN("Unexpected device count %d.\n", device_count); } } gl_ext_emul_mask = adapter->vertex_pipe->vp_get_emul_mask(gl_info) | adapter->fragment_pipe->get_emul_mask(gl_info); if (gl_ext_emul_mask & GL_EXT_EMUL_ARB_MULTITEXTURE) install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE); if (gl_ext_emul_mask & GL_EXT_EMUL_EXT_FOG_COORD) install_gl_compat_wrapper(gl_info, EXT_FOG_COORD); return TRUE; } static void WINE_GLAPI invalid_func(const void *data) { ERR("Invalid vertex attribute function called.\n"); DebugBreak(); } static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data) { ERR("Invalid texcoord function called.\n"); DebugBreak(); } static void WINE_GLAPI invalid_generic_attrib_func(GLuint idx, const void *data) { ERR("Invalid attribute function called.\n"); DebugBreak(); } /* Helper functions for providing vertex data to OpenGL. The arrays are * initialised based on the extension detection and are used in * draw_primitive_immediate_mode(). */ static void WINE_GLAPI position_d3dcolor(const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; DWORD pos = *((const DWORD *)data); FIXME("Add a test for fixed function position from d3dcolor type.\n"); gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos), D3DCOLOR_B_G(pos), D3DCOLOR_B_B(pos), D3DCOLOR_B_A(pos)); } static void WINE_GLAPI position_float4(const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; const GLfloat *pos = data; if (pos[3] != 0.0f && pos[3] != 1.0f) { float w = 1.0f / pos[3]; gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w); } else { gl_info->gl_ops.gl.p_glVertex3fv(pos); } } static void WINE_GLAPI diffuse_d3dcolor(const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; DWORD diffuseColor = *((const DWORD *)data); gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor), D3DCOLOR_B_G(diffuseColor), D3DCOLOR_B_B(diffuseColor), D3DCOLOR_B_A(diffuseColor)); } static void WINE_GLAPI specular_d3dcolor(const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; DWORD specularColor = *((const DWORD *)data); GLubyte d[] = { D3DCOLOR_B_R(specularColor), D3DCOLOR_B_G(specularColor), D3DCOLOR_B_B(specularColor) }; gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d); } static void WINE_GLAPI warn_no_specular_func(const void *data) { WARN("GL_EXT_secondary_color not supported.\n"); } static void WINE_GLAPI generic_d3dcolor(GLuint idx, const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; DWORD color = *((const DWORD *)data); gl_info->gl_ops.ext.p_glVertexAttrib4Nub(idx, D3DCOLOR_B_R(color), D3DCOLOR_B_G(color), D3DCOLOR_B_B(color), D3DCOLOR_B_A(color)); } static void WINE_GLAPI generic_short2n(GLuint idx, const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; const GLshort s[] = {((const GLshort *)data)[0], ((const GLshort *)data)[1], 0, 1}; gl_info->gl_ops.ext.p_glVertexAttrib4Nsv(idx, s); } static void WINE_GLAPI generic_ushort2n(GLuint idx, const void *data) { const GLushort s[] = {((const GLushort *)data)[0], ((const GLushort *)data)[1], 0, 1}; const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; gl_info->gl_ops.ext.p_glVertexAttrib4Nusv(idx, s); } static void WINE_GLAPI generic_float16_2(GLuint idx, const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; float x = float_16_to_32(((const unsigned short *)data) + 0); float y = float_16_to_32(((const unsigned short *)data) + 1); gl_info->gl_ops.ext.p_glVertexAttrib2f(idx, x, y); } static void WINE_GLAPI generic_float16_4(GLuint idx, const void *data) { const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info; float x = float_16_to_32(((const unsigned short *)data) + 0); float y = float_16_to_32(((const unsigned short *)data) + 1); float z = float_16_to_32(((const unsigned short *)data) + 2); float w = float_16_to_32(((const unsigned short *)data) + 3); gl_info->gl_ops.ext.p_glVertexAttrib4f(idx, x, y, z, w); } static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; struct wined3d_d3d_info *d3d_info = &adapter->d3d_info; struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops; unsigned int i; for (i = 0; i < WINED3D_FFP_EMIT_COUNT; ++i) { ops->position[i] = invalid_func; ops->diffuse[i] = invalid_func; ops->specular[i] = invalid_func; ops->normal[i] = invalid_func; ops->texcoord[i] = invalid_texcoord_func; ops->generic[i] = invalid_generic_attrib_func; } ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv; if (!d3d_info->xyzrhw) ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4; else ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv; ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor; ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv; ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv; ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv; ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor; ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv; ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv; ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv; /* No 4 component entry points here. */ if (gl_info->supported[EXT_SECONDARY_COLOR]) ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT); else ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func; if (gl_info->supported[EXT_SECONDARY_COLOR]) ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor; else ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func; /* Only 3 component entry points here. Test how others behave. Float4 * normals are used by one of our tests, trying to pass it to the pixel * shader, which fails on Windows. */ ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv; /* Just ignore the 4th value. */ ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv; ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB; ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB; ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB; ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB; ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB; ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB; if (gl_info->supported[NV_HALF_FLOAT]) { /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */ ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV; ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV; } ops->generic[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib1fv; ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv; ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv; ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv; if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA]) ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor; else ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv; ops->generic[WINED3D_FFP_EMIT_UBYTE4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4ubv; ops->generic[WINED3D_FFP_EMIT_SHORT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2sv; ops->generic[WINED3D_FFP_EMIT_SHORT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4sv; ops->generic[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv; ops->generic[WINED3D_FFP_EMIT_SHORT2N] = generic_short2n; ops->generic[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nsv; ops->generic[WINED3D_FFP_EMIT_USHORT2N] = generic_ushort2n; ops->generic[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nusv; if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM]) { ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2hvNV; ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4hvNV; } else { ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = generic_float16_2; ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = generic_float16_4; } } static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter_gl *adapter_gl, HDC dc) { const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info; int i; if (gl_info->supported[WGL_ARB_PIXEL_FORMAT]) { UINT attrib_count = 0; GLint cfg_count; int attribs[12]; int values[12]; int attribute; attribute = WGL_NUMBER_PIXEL_FORMATS_ARB; GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count)); adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats)); attribs[attrib_count++] = WGL_RED_BITS_ARB; attribs[attrib_count++] = WGL_GREEN_BITS_ARB; attribs[attrib_count++] = WGL_BLUE_BITS_ARB; attribs[attrib_count++] = WGL_ALPHA_BITS_ARB; attribs[attrib_count++] = WGL_COLOR_BITS_ARB; attribs[attrib_count++] = WGL_DEPTH_BITS_ARB; attribs[attrib_count++] = WGL_STENCIL_BITS_ARB; attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB; attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB; attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB; attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB; attribs[attrib_count++] = WGL_SWAP_METHOD_ARB; for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i) { struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count]; int format_id = i + 1; if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values))) continue; cfg->iPixelFormat = format_id; cfg->redSize = values[0]; cfg->greenSize = values[1]; cfg->blueSize = values[2]; cfg->alphaSize = values[3]; cfg->colorSize = values[4]; cfg->depthSize = values[5]; cfg->stencilSize = values[6]; cfg->windowDrawable = values[7]; cfg->iPixelType = values[8]; cfg->doubleBuffer = values[9]; cfg->auxBuffers = values[10]; cfg->swap_method = values[11]; cfg->numSamples = 0; /* Check multisample support. */ if (gl_info->supported[ARB_MULTISAMPLE]) { int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB}; int values[2]; if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values))) { /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether * multisampling is supported. values[1] = number of * multisample buffers. */ if (values[0]) cfg->numSamples = values[1]; } } TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, " "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n", cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer, cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize, cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable); ++adapter_gl->pixel_format_count; } } else { int cfg_count; cfg_count = DescribePixelFormat(dc, 0, 0, 0); adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats)); for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i) { struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count]; PIXELFORMATDESCRIPTOR pfd; int format_id = i + 1; if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd)) continue; /* We only want HW acceleration using an OpenGL ICD driver. * PFD_GENERIC_FORMAT = slow OpenGL 1.1 GDI software rendering. * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD * driver (e.g. 3dfx minigl). */ if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED)) { TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id); continue; } cfg->iPixelFormat = format_id; cfg->redSize = pfd.cRedBits; cfg->greenSize = pfd.cGreenBits; cfg->blueSize = pfd.cBlueBits; cfg->alphaSize = pfd.cAlphaBits; cfg->colorSize = pfd.cColorBits; cfg->depthSize = pfd.cDepthBits; cfg->stencilSize = pfd.cStencilBits; cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0; cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB; cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0; cfg->auxBuffers = pfd.cAuxBuffers; cfg->swap_method = WGL_SWAP_UNDEFINED_ARB; cfg->numSamples = 0; TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, " "depth=%d, stencil=%d, windowDrawable=%d\n", cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer, cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize, cfg->depthSize, cfg->stencilSize, cfg->windowDrawable); ++adapter_gl->pixel_format_count; } } } static void adapter_gl_destroy(struct wined3d_adapter *adapter) { struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl(adapter); heap_free(adapter_gl->pixel_formats); wined3d_adapter_cleanup(adapter); heap_free(adapter_gl); } static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wined3d_adapter *adapter, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count, struct wined3d_device_parent *device_parent, struct wined3d_device **device) { struct wined3d_device_gl *device_gl; HRESULT hr; if (!(device_gl = heap_alloc_zero(sizeof(*device_gl)))) return E_OUTOFMEMORY; device_gl->current_fence_id = 1; if (FAILED(hr = wined3d_device_init(&device_gl->d, wined3d, adapter->ordinal, device_type, focus_window, flags, surface_alignment, levels, level_count, adapter->gl_info.supported, device_parent))) { WARN("Failed to initialize device, hr %#x.\n", hr); heap_free(device_gl); return hr; } *device = &device_gl->d; return WINED3D_OK; } static void adapter_gl_destroy_device(struct wined3d_device *device) { struct wined3d_device_gl *device_gl = wined3d_device_gl(device); wined3d_device_cleanup(&device_gl->d); heap_free(device_gl->retired_blocks); heap_free(device_gl); } static struct wined3d_context *adapter_gl_acquire_context(struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx) { return wined3d_context_gl_acquire(device, texture, sub_resource_idx); } static void adapter_gl_release_context(struct wined3d_context *context) { return wined3d_context_gl_release(wined3d_context_gl(context)); } static void adapter_gl_get_wined3d_caps(const struct wined3d_adapter *adapter, struct wined3d_caps *caps) { const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info; const struct wined3d_gl_info *gl_info = &adapter->gl_info; caps->ddraw_caps.dds_caps |= WINEDDSCAPS_BACKBUFFER | WINEDDSCAPS_COMPLEX | WINEDDSCAPS_FRONTBUFFER | WINEDDSCAPS_3DDEVICE | WINEDDSCAPS_VIDEOMEMORY | WINEDDSCAPS_OWNDC | WINEDDSCAPS_LOCALVIDMEM | WINEDDSCAPS_NONLOCALVIDMEM; caps->ddraw_caps.caps |= WINEDDCAPS_3D; if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) caps->Caps2 |= WINED3DCAPS2_CANGENMIPMAP; if (gl_info->supported[WINED3D_GL_BLEND_EQUATION]) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP; if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE]) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND; if (gl_info->supported[EXT_DRAW_BUFFERS2]) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS; if (gl_info->supported[ARB_FRAMEBUFFER_SRGB]) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT; if (~gl_info->quirks & WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS; if (gl_info->supported[ARB_SAMPLER_OBJECTS] || gl_info->supported[EXT_TEXTURE_LOD_BIAS]) caps->RasterCaps |= WINED3DPRASTERCAPS_MIPMAPLODBIAS; if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC]) { caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY; caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC | WINED3DPTFILTERCAPS_MINFANISOTROPIC; } if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT; if (gl_info->supported[EXT_BLEND_COLOR]) { caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; } if (gl_info->supported[EXT_TEXTURE3D]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP | WINED3DPTEXTURECAPS_MIPVOLUMEMAP; if (!d3d_info->texture_npot) caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2; caps->VolumeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR | WINED3DPTFILTERCAPS_MAGFPOINT | WINED3DPTFILTERCAPS_MINFLINEAR | WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MIPFLINEAR | WINED3DPTFILTERCAPS_MIPFPOINT | WINED3DPTFILTERCAPS_LINEAR | WINED3DPTFILTERCAPS_LINEARMIPLINEAR | WINED3DPTFILTERCAPS_LINEARMIPNEAREST | WINED3DPTFILTERCAPS_MIPLINEAR | WINED3DPTFILTERCAPS_MIPNEAREST | WINED3DPTFILTERCAPS_NEAREST; caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_INDEPENDENTUV | WINED3DPTADDRESSCAPS_CLAMP | WINED3DPTADDRESSCAPS_WRAP; if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP]) { caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER; } if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT]) { caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR; } if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]) { caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE; } caps->MaxVolumeExtent = gl_info->limits.texture3d_size; } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP | WINED3DPTEXTURECAPS_MIPCUBEMAP; if (!d3d_info->texture_npot) caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2; caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR | WINED3DPTFILTERCAPS_MAGFPOINT | WINED3DPTFILTERCAPS_MINFLINEAR | WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MIPFLINEAR | WINED3DPTFILTERCAPS_MIPFPOINT | WINED3DPTFILTERCAPS_LINEAR | WINED3DPTFILTERCAPS_LINEARMIPLINEAR | WINED3DPTFILTERCAPS_LINEARMIPNEAREST | WINED3DPTFILTERCAPS_MIPLINEAR | WINED3DPTFILTERCAPS_MIPNEAREST | WINED3DPTFILTERCAPS_NEAREST; if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC]) { caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC | WINED3DPTFILTERCAPS_MINFANISOTROPIC; } } if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP]) { caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER; } if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT]) { caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR; } if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]) { caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE; } if (gl_info->supported[EXT_STENCIL_WRAP]) { caps->StencilCaps |= WINED3DSTENCILCAPS_DECR | WINED3DSTENCILCAPS_INCR; } if (gl_info->supported[WINED3D_GL_VERSION_2_0] || gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL]) { caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED; } caps->MaxAnisotropy = gl_info->limits.anisotropy; if (caps->VertexShaderVersion >= 3) { caps->MaxVertexShader30InstructionSlots = max(caps->MaxVertexShader30InstructionSlots, gl_info->limits.arb_vs_instructions); } if (caps->VertexShaderVersion >= 2) { caps->VS20Caps.temp_count = max(caps->VS20Caps.temp_count, gl_info->limits.arb_vs_temps); if (gl_info->supported[ARB_HALF_FLOAT_VERTEX]) caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 | WINED3DDTCAPS_FLOAT16_4; } if (caps->PixelShaderVersion >= 3) { caps->MaxPixelShader30InstructionSlots = max(caps->MaxPixelShader30InstructionSlots, gl_info->limits.arb_ps_instructions); } if (caps->PixelShaderVersion >= 2) { caps->PS20Caps.temp_count = max(caps->PS20Caps.temp_count, gl_info->limits.arb_ps_temps); } } static BOOL wined3d_check_pixel_format_color(const struct wined3d_pixel_format *cfg, const struct wined3d_format *format) { /* Float formats need FBOs. If FBOs are used this function isn't called */ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) return FALSE; /* Probably a RGBA_float or color index mode. */ if (cfg->iPixelType != WGL_TYPE_RGBA_ARB) return FALSE; if (cfg->redSize < format->red_size || cfg->greenSize < format->green_size || cfg->blueSize < format->blue_size || cfg->alphaSize < format->alpha_size) return FALSE; return TRUE; } static BOOL wined3d_check_pixel_format_depth(const struct wined3d_pixel_format *cfg, const struct wined3d_format *format) { BOOL lockable = FALSE; /* Float formats need FBOs. If FBOs are used this function isn't called */ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) return FALSE; if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT)) lockable = TRUE; /* On some modern cards like the Geforce8/9, GLX doesn't offer some * depth/stencil formats which D3D9 reports. We can safely report * "compatible" formats (e.g. D24 can be used for D16) as long as we * aren't dealing with a lockable format. This also helps D3D <= 7 as they * expect D16 which isn't offered without this on Geforce8 cards. */ if (!(cfg->depthSize == format->depth_size || (!lockable && cfg->depthSize > format->depth_size))) return FALSE; /* Some cards like Intel i915 ones only offer D24S8 but lots of games also * need a format without stencil. We can allow a mismatch if the format * doesn't have any stencil bits. If it does have stencil bits the size * must match, or stencil wrapping would break. */ if (format->stencil_size && cfg->stencilSize != format->stencil_size) return FALSE; return TRUE; } static BOOL adapter_gl_check_format(const struct wined3d_adapter *adapter, const struct wined3d_format *adapter_format, const struct wined3d_format *rt_format, const struct wined3d_format *ds_format) { const struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl_const(adapter); unsigned int i; if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER) return TRUE; if (adapter_format && rt_format) { /* In backbuffer mode the front and backbuffer share the same WGL * pixelformat. The format must match in RGB, alpha is allowed to be * different. (Only the backbuffer can have alpha.) */ if (adapter_format->red_size != rt_format->red_size || adapter_format->green_size != rt_format->green_size || adapter_format->blue_size != rt_format->blue_size) { TRACE("Render target format %s doesn't match with adapter format %s.\n", debug_d3dformat(rt_format->id), debug_d3dformat(adapter_format->id)); return FALSE; } } for (i = 0; i < adapter_gl->pixel_format_count; ++i) { const struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[i]; /* Check if there is a WGL pixel format matching the requirements, the format should also be window * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */ if (adapter_format && rt_format && !cfg->windowDrawable) continue; if ((!adapter_format || wined3d_check_pixel_format_color(cfg, adapter_format)) && (!rt_format || wined3d_check_pixel_format_color(cfg, rt_format)) && (!ds_format || wined3d_check_pixel_format_depth(cfg, ds_format))) { TRACE("Pixel format %d is compatible.\n", cfg->iPixelFormat); return TRUE; } } return FALSE; } static HRESULT adapter_gl_init_3d(struct wined3d_device *device) { TRACE("device %p.\n", device); wined3d_cs_init_object(device->cs, wined3d_device_gl_create_primary_opengl_context_cs, wined3d_device_gl(device)); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!wined3d_swapchain_gl(device->swapchains[0])->context_count) return E_FAIL; return WINED3D_OK; } static void adapter_gl_uninit_3d(struct wined3d_device *device) { TRACE("device %p.\n", device); wined3d_device_destroy_default_samplers(device); wined3d_cs_destroy_object(device->cs, wined3d_device_gl_delete_opengl_contexts_cs, wined3d_device_gl(device)); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } static void *adapter_gl_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, size_t size, uint32_t map_flags) { return wined3d_context_gl_map_bo_address(wined3d_context_gl(context), data, size, map_flags); } static void adapter_gl_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges) { wined3d_context_gl_unmap_bo_address(wined3d_context_gl(context), data, range_count, ranges); } static void adapter_gl_copy_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, unsigned int range_count, const struct wined3d_range *ranges) { wined3d_context_gl_copy_bo_address(wined3d_context_gl(context), dst, src, range_count, ranges); } static void adapter_gl_flush_bo_address(struct wined3d_context *context, const struct wined3d_const_bo_address *data, size_t size) { wined3d_context_gl_flush_bo_address(wined3d_context_gl(context), data, size); } static bool adapter_gl_alloc_bo(struct wined3d_device *device, struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_bo_address *addr) { return false; } static void adapter_gl_destroy_bo(struct wined3d_context *context, struct wined3d_bo *bo) { wined3d_context_gl_destroy_bo(wined3d_context_gl(context), wined3d_bo_gl(bo)); } static HRESULT adapter_gl_create_swapchain(struct wined3d_device *device, struct wined3d_swapchain_desc *desc, struct wined3d_swapchain_state_parent *state_parent, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain) { struct wined3d_swapchain_gl *swapchain_gl; HRESULT hr; TRACE("device %p, desc %p, state_parent %p, parent %p, parent_ops %p, swapchain %p.\n", device, desc, state_parent, parent, parent_ops, swapchain); if (!(swapchain_gl = heap_alloc_zero(sizeof(*swapchain_gl)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_swapchain_gl_init(swapchain_gl, device, desc, state_parent, parent, parent_ops))) { WARN("Failed to initialise swapchain, hr %#x.\n", hr); heap_free(swapchain_gl); return hr; } TRACE("Created swapchain %p.\n", swapchain_gl); *swapchain = &swapchain_gl->s; return hr; } static void adapter_gl_destroy_swapchain(struct wined3d_swapchain *swapchain) { struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain); wined3d_swapchain_gl_cleanup(swapchain_gl); heap_free(swapchain_gl); } static HRESULT adapter_gl_create_buffer(struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer) { struct wined3d_buffer_gl *buffer_gl; HRESULT hr; TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n", device, desc, data, parent, parent_ops, buffer); if (!(buffer_gl = heap_alloc_zero(sizeof(*buffer_gl)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_buffer_gl_init(buffer_gl, device, desc, data, parent, parent_ops))) { WARN("Failed to initialise buffer, hr %#x.\n", hr); heap_free(buffer_gl); return hr; } TRACE("Created buffer %p.\n", buffer_gl); *buffer = &buffer_gl->b; return hr; } static void adapter_gl_destroy_buffer(struct wined3d_buffer *buffer) { struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer); struct wined3d_device *device = buffer_gl->b.resource.device; unsigned int swapchain_count = device->swapchain_count; TRACE("buffer_gl %p.\n", buffer_gl); /* Take a reference to the device, in case releasing the buffer would * cause the device to be destroyed. However, swapchain resources don't * take a reference to the device, and we wouldn't want to increment the * refcount on a device that's in the process of being destroyed. */ if (swapchain_count) wined3d_device_incref(device); wined3d_buffer_cleanup(&buffer_gl->b); wined3d_cs_destroy_object(device->cs, heap_free, buffer_gl); if (swapchain_count) wined3d_device_decref(device); } static HRESULT adapter_gl_create_texture(struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture) { struct wined3d_texture_gl *texture_gl; HRESULT hr; TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, parent %p, parent_ops %p, texture %p.\n", device, desc, layer_count, level_count, flags, parent, parent_ops, texture); if (!(texture_gl = wined3d_texture_allocate_object_memory(sizeof(*texture_gl), level_count, layer_count))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_texture_gl_init(texture_gl, device, desc, layer_count, level_count, flags, parent, parent_ops))) { WARN("Failed to initialise texture, hr %#x.\n", hr); heap_free(texture_gl); return hr; } TRACE("Created texture %p.\n", texture_gl); *texture = &texture_gl->t; return hr; } static void adapter_gl_destroy_texture(struct wined3d_texture *texture) { struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture); struct wined3d_device *device = texture_gl->t.resource.device; unsigned int swapchain_count = device->swapchain_count; TRACE("texture_gl %p.\n", texture_gl); /* Take a reference to the device, in case releasing the texture would * cause the device to be destroyed. However, swapchain resources don't * take a reference to the device, and we wouldn't want to increment the * refcount on a device that's in the process of being destroyed. */ if (swapchain_count) wined3d_device_incref(device); wined3d_texture_sub_resources_destroyed(texture); texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent); wined3d_texture_cleanup(&texture_gl->t); wined3d_cs_destroy_object(device->cs, heap_free, texture_gl); if (swapchain_count) wined3d_device_decref(device); } static HRESULT adapter_gl_create_rendertarget_view(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view) { struct wined3d_rendertarget_view_gl *view_gl; HRESULT hr; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); if (!(view_gl = heap_alloc_zero(sizeof(*view_gl)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_rendertarget_view_gl_init(view_gl, desc, resource, parent, parent_ops))) { WARN("Failed to initialise view, hr %#x.\n", hr); heap_free(view_gl); return hr; } TRACE("Created render target view %p.\n", view_gl); *view = &view_gl->v; return hr; } struct wined3d_view_gl_destroy_ctx { struct wined3d_device *device; const struct wined3d_gl_view *gl_view; struct wined3d_bo_user *bo_user; struct wined3d_bo_gl *counter_bo; void *object; struct wined3d_view_gl_destroy_ctx *free; }; static void wined3d_view_gl_destroy_object(void *object) { struct wined3d_view_gl_destroy_ctx *ctx = object; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct wined3d_device *device; GLuint counter_id; TRACE("ctx %p.\n", ctx); device = ctx->device; counter_id = ctx->counter_bo ? ctx->counter_bo->id : 0; if (ctx->gl_view->name || counter_id) { context = context_acquire(device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; if (ctx->gl_view->name) { context_gl_resource_released(device, ctx->gl_view->name, FALSE); gl_info->gl_ops.gl.p_glDeleteTextures(1, &ctx->gl_view->name); } if (counter_id) wined3d_context_gl_destroy_bo(wined3d_context_gl(context), ctx->counter_bo); checkGLcall("delete resources"); context_release(context); } if (ctx->bo_user) list_remove(&ctx->bo_user->entry); heap_free(ctx->object); heap_free(ctx->free); } static void wined3d_view_gl_destroy(struct wined3d_device *device, const struct wined3d_gl_view *gl_view, struct wined3d_bo_user *bo_user, struct wined3d_bo_gl *counter_bo, void *object) { struct wined3d_view_gl_destroy_ctx *ctx, c; if (!(ctx = heap_alloc(sizeof(*ctx)))) ctx = &c; ctx->device = device; ctx->gl_view = gl_view; ctx->bo_user = bo_user; ctx->counter_bo = counter_bo; ctx->object = object; ctx->free = ctx != &c ? ctx : NULL; wined3d_cs_destroy_object(device->cs, wined3d_view_gl_destroy_object, ctx); if (ctx == &c) wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); } static void adapter_gl_destroy_rendertarget_view(struct wined3d_rendertarget_view *view) { struct wined3d_rendertarget_view_gl *view_gl = wined3d_rendertarget_view_gl(view); struct wined3d_resource *resource = view_gl->v.resource; TRACE("view_gl %p.\n", view_gl); /* Take a reference to the resource, in case releasing the resource * would cause the device to be destroyed. */ wined3d_resource_incref(resource); wined3d_rendertarget_view_cleanup(&view_gl->v); wined3d_view_gl_destroy(resource->device, &view_gl->gl_view, NULL, NULL, view_gl); wined3d_resource_decref(resource); } static HRESULT adapter_gl_create_shader_resource_view(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view) { struct wined3d_shader_resource_view_gl *view_gl; HRESULT hr; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); if (!(view_gl = heap_alloc_zero(sizeof(*view_gl)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_shader_resource_view_gl_init(view_gl, desc, resource, parent, parent_ops))) { WARN("Failed to initialise view, hr %#x.\n", hr); heap_free(view_gl); return hr; } TRACE("Created shader resource view %p.\n", view_gl); *view = &view_gl->v; return hr; } static void adapter_gl_destroy_shader_resource_view(struct wined3d_shader_resource_view *view) { struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view); struct wined3d_resource *resource = view_gl->v.resource; TRACE("view_gl %p.\n", view_gl); /* Take a reference to the resource. There are two reasons for this: * - Releasing the resource could in turn cause the device to be * destroyed, but we still need the device for * wined3d_view_vk_destroy(). * - We shouldn't free buffer resources until after we've removed the * view from its bo_user list. */ wined3d_resource_incref(resource); wined3d_shader_resource_view_cleanup(&view_gl->v); wined3d_view_gl_destroy(resource->device, &view_gl->gl_view, &view_gl->bo_user, NULL, view_gl); wined3d_resource_decref(resource); } static HRESULT adapter_gl_create_unordered_access_view(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_unordered_access_view **view) { struct wined3d_unordered_access_view_gl *view_gl; HRESULT hr; TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n", wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view); if (!(view_gl = heap_alloc_zero(sizeof(*view_gl)))) return E_OUTOFMEMORY; if (FAILED(hr = wined3d_unordered_access_view_gl_init(view_gl, desc, resource, parent, parent_ops))) { WARN("Failed to initialise view, hr %#x.\n", hr); heap_free(view_gl); return hr; } TRACE("Created unordered access view %p.\n", view_gl); *view = &view_gl->v; return hr; } static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_access_view *view) { struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view); struct wined3d_resource *resource = view_gl->v.resource; TRACE("view_gl %p.\n", view_gl); /* Take a reference to the resource. There are two reasons for this: * - Releasing the resource could in turn cause the device to be * destroyed, but we still need the device for * wined3d_view_vk_destroy(). * - We shouldn't free buffer resources until after we've removed the * view from its bo_user list. */ wined3d_resource_incref(resource); wined3d_unordered_access_view_cleanup(&view_gl->v); wined3d_view_gl_destroy(resource->device, &view_gl->gl_view, &view_gl->bo_user, &view_gl->counter_bo, view_gl); wined3d_resource_decref(resource); } static HRESULT adapter_gl_create_sampler(struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler) { struct wined3d_sampler_gl *sampler_gl; TRACE("device %p, desc %p, parent %p, parent_ops %p, sampler %p.\n", device, desc, parent, parent_ops, sampler); if (!(sampler_gl = heap_alloc_zero(sizeof(*sampler_gl)))) return E_OUTOFMEMORY; wined3d_sampler_gl_init(sampler_gl, device, desc, parent, parent_ops); TRACE("Created sampler %p.\n", sampler_gl); *sampler = &sampler_gl->s; return WINED3D_OK; } static void wined3d_sampler_gl_destroy_object(void *object) { struct wined3d_sampler_gl *sampler_gl = object; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; TRACE("sampler_gl %p.\n", sampler_gl); if (sampler_gl->name) { context = context_acquire(sampler_gl->s.device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; GL_EXTCALL(glDeleteSamplers(1, &sampler_gl->name)); context_release(context); } heap_free(sampler_gl); } static void adapter_gl_destroy_sampler(struct wined3d_sampler *sampler) { struct wined3d_sampler_gl *sampler_gl = wined3d_sampler_gl(sampler); TRACE("sampler_gl %p.\n", sampler_gl); wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_gl_destroy_object, sampler_gl); } static HRESULT adapter_gl_create_query(struct wined3d_device *device, enum wined3d_query_type type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query) { TRACE("device %p, type %#x, parent %p, parent_ops %p, query %p.\n", device, type, parent, parent_ops, query); return wined3d_query_gl_create(device, type, parent, parent_ops, query); } static void wined3d_query_gl_destroy_object(void *object) { struct wined3d_query *query = object; TRACE("query %p.\n", query); if (query->buffer_object) { struct wined3d_context *context; context = context_acquire(query->device, NULL, 0); wined3d_query_gl_destroy_buffer_object(wined3d_context_gl(context), query); context_release(context); } /* Queries are specific to the GL context that created them. Not * deleting the query will obviously leak it, but that's still better * than potentially deleting a different query with the same id in this * context, and (still) leaking the actual query. */ query->query_ops->query_destroy(query); } static void adapter_gl_destroy_query(struct wined3d_query *query) { TRACE("query %p.\n", query); wined3d_cs_destroy_object(query->device->cs, wined3d_query_gl_destroy_object, query); } static void adapter_gl_flush_context(struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); TRACE("context_gl %p.\n", context_gl); if (context_gl->valid) context_gl->gl_info->gl_ops.gl.p_glFlush(); } static void adapter_gl_clear_uav(struct wined3d_context *context, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, bool fp) { TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value)); wined3d_unordered_access_view_gl_clear(wined3d_unordered_access_view_gl(view), clear_value, wined3d_context_gl(context), fp); } static void adapter_gl_generate_mipmap(struct wined3d_context *context, struct wined3d_shader_resource_view *view) { TRACE("context %p, view %p.\n", context, view); wined3d_shader_resource_view_gl_generate_mipmap(wined3d_shader_resource_view_gl(view), wined3d_context_gl(context)); } static const struct wined3d_adapter_ops wined3d_adapter_gl_ops = { .adapter_destroy = adapter_gl_destroy, .adapter_create_device = adapter_gl_create_device, .adapter_destroy_device = adapter_gl_destroy_device, .adapter_acquire_context = adapter_gl_acquire_context, .adapter_release_context = adapter_gl_release_context, .adapter_get_wined3d_caps = adapter_gl_get_wined3d_caps, .adapter_check_format = adapter_gl_check_format, .adapter_init_3d = adapter_gl_init_3d, .adapter_uninit_3d = adapter_gl_uninit_3d, .adapter_map_bo_address = adapter_gl_map_bo_address, .adapter_unmap_bo_address = adapter_gl_unmap_bo_address, .adapter_copy_bo_address = adapter_gl_copy_bo_address, .adapter_flush_bo_address = adapter_gl_flush_bo_address, .adapter_alloc_bo = adapter_gl_alloc_bo, .adapter_destroy_bo = adapter_gl_destroy_bo, .adapter_create_swapchain = adapter_gl_create_swapchain, .adapter_destroy_swapchain = adapter_gl_destroy_swapchain, .adapter_create_buffer = adapter_gl_create_buffer, .adapter_destroy_buffer = adapter_gl_destroy_buffer, .adapter_create_texture = adapter_gl_create_texture, .adapter_destroy_texture = adapter_gl_destroy_texture, .adapter_create_rendertarget_view = adapter_gl_create_rendertarget_view, .adapter_destroy_rendertarget_view = adapter_gl_destroy_rendertarget_view, .adapter_create_shader_resource_view = adapter_gl_create_shader_resource_view, .adapter_destroy_shader_resource_view = adapter_gl_destroy_shader_resource_view, .adapter_create_unordered_access_view = adapter_gl_create_unordered_access_view, .adapter_destroy_unordered_access_view = adapter_gl_destroy_unordered_access_view, .adapter_create_sampler = adapter_gl_create_sampler, .adapter_destroy_sampler = adapter_gl_destroy_sampler, .adapter_create_query = adapter_gl_create_query, .adapter_destroy_query = adapter_gl_destroy_query, .adapter_flush_context = adapter_gl_flush_context, .adapter_draw_primitive = draw_primitive, .adapter_dispatch_compute = dispatch_compute, .adapter_clear_uav = adapter_gl_clear_uav, .adapter_generate_mipmap = adapter_gl_generate_mipmap, }; static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_gl, uint32_t wined3d_creation_flags) { const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info; struct wined3d_d3d_info *d3d_info = &adapter_gl->a.d3d_info; struct wined3d_vertex_caps vertex_caps; struct fragment_caps fragment_caps; struct shader_caps shader_caps; GLfloat f[2]; adapter_gl->a.shader_backend->shader_get_caps(&adapter_gl->a, &shader_caps); adapter_gl->a.vertex_pipe->vp_get_caps(&adapter_gl->a, &vertex_caps); adapter_gl->a.misc_state_template = misc_state_template_gl; adapter_gl->a.fragment_pipe->get_caps(&adapter_gl->a, &fragment_caps); d3d_info->limits.vs_version = shader_caps.vs_version; d3d_info->limits.hs_version = shader_caps.hs_version; d3d_info->limits.ds_version = shader_caps.ds_version; d3d_info->limits.gs_version = shader_caps.gs_version; d3d_info->limits.ps_version = shader_caps.ps_version; d3d_info->limits.cs_version = shader_caps.cs_version; d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count; d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count; d3d_info->limits.varying_count = shader_caps.varying_count; d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures; d3d_info->limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages; TRACE("Max texture stages: %u.\n", d3d_info->limits.ffp_blend_stages); d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices; d3d_info->limits.active_light_count = vertex_caps.max_active_lights; d3d_info->limits.max_rt_count = gl_info->limits.buffers; d3d_info->limits.max_clip_distances = gl_info->limits.user_clip_distances; d3d_info->limits.texture_size = gl_info->limits.texture_size; gl_info->gl_ops.gl.p_glGetFloatv(gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? GL_ALIASED_POINT_SIZE_RANGE : GL_POINT_SIZE_RANGE, f); d3d_info->limits.pointsize_max = f[1]; TRACE("Maximum point size support - max point size %.8e.\n", f[1]); d3d_info->wined3d_creation_flags = wined3d_creation_flags; d3d_info->xyzrhw = vertex_caps.xyzrhw; d3d_info->emulated_flatshading = vertex_caps.emulated_flatshading; d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes; d3d_info->ffp_alpha_test = !!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; d3d_info->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING; d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY); d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION); d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION); d3d_info->frag_coord_correction = !!gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]; d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY]; d3d_info->texture_npot = !!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]; d3d_info->texture_npot_conditional = gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] || gl_info->supported[ARB_TEXTURE_RECTANGLE]; d3d_info->draw_base_vertex_offset = !!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX]; d3d_info->vertex_bgra = !!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]; d3d_info->texture_swizzle = !!gl_info->supported[ARB_TEXTURE_SWIZZLE]; d3d_info->srgb_read_control = !!gl_info->supported[EXT_TEXTURE_SRGB_DECODE]; d3d_info->srgb_write_control = !!gl_info->supported[ARB_FRAMEBUFFER_SRGB]; d3d_info->clip_control = !!gl_info->supported[ARB_CLIP_CONTROL]; d3d_info->full_ffp_varyings = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_FULL_FFP_VARYINGS); d3d_info->scaled_resolve = !!gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED]; d3d_info->pbo = !!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]; d3d_info->subpixel_viewport = gl_info->limits.viewport_subpixel_bits >= 8; d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps); d3d_info->filling_convention_offset = gl_info->filling_convention_offset; if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) d3d_info->multisample_draw_location = WINED3D_LOCATION_TEXTURE_RGB; else d3d_info->multisample_draw_location = WINED3D_LOCATION_RB_MULTISAMPLE; } static float wined3d_adapter_find_fill_offset(struct wined3d_caps_gl_ctx *ctx) { static const float test_array[] = { 0.0f, -1.0f / 1024.0f, -1.0f / 512.0f, -1.0f / 256.0f, -1.0f / 128.0f, -1.0f / 64.0f }; unsigned int upper = ARRAY_SIZE(test_array), lower = 0, test; float value; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) goto end; while (upper != lower) { test = (upper + lower) / 2; value = test_array[test]; TRACE("Good %u lower %u, test %u.\n", upper, lower, test); if (wined3d_caps_gl_ctx_test_filling_convention(ctx, value)) upper = test; else lower = test + 1; } if (upper < ARRAY_SIZE(test_array)) { value = test_array[upper]; if (value) WARN("Using a filling convention fixup offset of -1/%f.\n", -1.0f / value); else TRACE("No need for a filling convention offset.\n"); return value; } FIXME("Did not find a way to get the filling convention we want.\n"); end: /* This value was used unconditionally before the dynamic test function was * introduced. */ return -1.0f / 64.0f; } static BOOL wined3d_adapter_gl_init(struct wined3d_adapter_gl *adapter_gl, unsigned int ordinal, unsigned int wined3d_creation_flags) { static const DWORD supported_gl_versions[] = { MAKEDWORD_VERSION(4, 4), MAKEDWORD_VERSION(3, 2), MAKEDWORD_VERSION(1, 0), }; struct wined3d_driver_info *driver_info = &adapter_gl->a.driver_info; struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info; struct wined3d_caps_gl_ctx caps_gl_ctx = {0}; LUID primary_luid, *luid = NULL; unsigned int i; TRACE("adapter_gl %p, ordinal %u, wined3d_creation_flags %#x.\n", adapter_gl, ordinal, wined3d_creation_flags); if (ordinal == 0 && wined3d_get_primary_adapter_luid(&primary_luid)) luid = &primary_luid; if (!wined3d_adapter_init(&adapter_gl->a, ordinal, luid, &wined3d_adapter_gl_ops)) return FALSE; /* Dynamically load all GL core functions */ #ifdef USE_WIN32_OPENGL { HMODULE mod_gl = GetModuleHandleA("opengl32.dll"); #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f); ALL_WGL_FUNCS #undef USE_GL_FUNC gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers"); gl_info->gl_ops.wgl.p_wglGetPixelFormat = (void *)GetProcAddress(mod_gl, "wglGetPixelFormat"); } #else /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */ { HDC hdc = GetDC( 0 ); const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION ); ReleaseDC( 0, hdc ); if (!wgl_driver || wgl_driver == (void *)-1) return FALSE; gl_info->gl_ops.wgl = wgl_driver->wgl; gl_info->gl_ops.gl = wgl_driver->gl; } #endif gl_info->p_glEnableWINE = gl_info->gl_ops.gl.p_glEnable; gl_info->p_glDisableWINE = gl_info->gl_ops.gl.p_glDisable; if (!wined3d_caps_gl_ctx_create(&adapter_gl->a, &caps_gl_ctx)) { ERR("Failed to get a GL context for adapter %p.\n", adapter_gl); return FALSE; } for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i) { if (supported_gl_versions[i] <= wined3d_settings.max_gl_version) break; } if (i == ARRAY_SIZE(supported_gl_versions)) { ERR_(winediag)("Requested invalid GL version %u.%u.\n", wined3d_settings.max_gl_version >> 16, wined3d_settings.max_gl_version & 0xffff); i = ARRAY_SIZE(supported_gl_versions) - 1; } for (; i < ARRAY_SIZE(supported_gl_versions); ++i) { gl_info->selected_gl_version = supported_gl_versions[i]; if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info)) break; WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n", supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff); } if (!wined3d_adapter_init_gl_caps(&adapter_gl->a, &caps_gl_ctx, wined3d_creation_flags)) { ERR("Failed to initialize GL caps for adapter %p.\n", adapter_gl); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); return FALSE; } gl_info->filling_convention_offset = wined3d_adapter_find_fill_offset(&caps_gl_ctx); wined3d_adapter_gl_init_d3d_info(adapter_gl, wined3d_creation_flags); if (!adapter_gl->a.d3d_info.shader_color_key) { /* We do not want to deal with re-creating immutable texture storage * for colour-keying emulation. */ WARN("Disabling ARB_texture_storage because fragment pipe doesn't support colour-keying.\n"); gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE; } if (!wined3d_driver_info_init(driver_info, caps_gl_ctx.gpu_description, adapter_gl->a.d3d_info.feature_level, caps_gl_ctx.vram_bytes, 0)) { wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); return FALSE; } TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n", driver_info->version_high, driver_info->version_low); if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) ERR_(winediag)("You are using the backbuffer for offscreen rendering. " "This is unsupported, and will be removed in a future version.\n"); wined3d_adapter_init_fb_cfgs(adapter_gl, caps_gl_ctx.dc); /* We haven't found any suitable formats. This should only happen in * case of GDI software rendering, which is pretty useless anyway. */ if (!adapter_gl->pixel_format_count) { WARN("No suitable pixel formats found.\n"); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); heap_free(adapter_gl->pixel_formats); return FALSE; } if (!wined3d_adapter_gl_init_format_info(&adapter_gl->a, &caps_gl_ctx)) { ERR("Failed to initialize GL format info.\n"); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); heap_free(adapter_gl->pixel_formats); return FALSE; } wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); wined3d_adapter_init_ffp_attrib_ops(&adapter_gl->a); return TRUE; } struct wined3d_adapter *wined3d_adapter_gl_create(unsigned int ordinal, unsigned int wined3d_creation_flags) { struct wined3d_adapter_gl *adapter; if (!(adapter = heap_alloc_zero(sizeof(*adapter)))) return NULL; if (!wined3d_adapter_gl_init(adapter, ordinal, wined3d_creation_flags)) { heap_free(adapter); return NULL; } TRACE("Created adapter %p.\n", adapter); return &adapter->a; }