/* * IWineD3D implementation * * 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 2009-2010 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_caps); #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024) /* The d3d device ID */ static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } }; /* Extension detection */ static const struct { const char *extension_string; GL_SupportedExt extension; DWORD version; } EXTENSION_MAP[] = { /* APPLE */ {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 }, {"GL_APPLE_fence", APPLE_FENCE, 0 }, {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 }, {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 }, {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 }, {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 }, /* ARB */ {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 }, {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 }, {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 }, {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 }, {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 }, {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 }, {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 }, {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 }, {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 }, {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 }, {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 }, {"GL_ARB_imaging", ARB_IMAGING, 0 }, {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 }, {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */ {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 }, {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 }, {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 }, {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 }, {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 }, {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 }, {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 }, {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 }, {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 }, {"GL_ARB_shadow", ARB_SHADOW, 0 }, {"GL_ARB_sync", ARB_SYNC, 0 }, {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 }, {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 }, {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 }, {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 }, {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 }, {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 }, {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 }, {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 }, {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 }, {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) }, {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 }, {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 }, {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 }, {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 }, {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 }, {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 }, {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 }, /* ATI */ {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 }, {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 }, {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 }, {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 }, {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 }, /* EXT */ {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 }, {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 }, {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 }, {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 }, {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 }, {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 }, {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 }, {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 }, {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 }, {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 }, {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 }, {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 }, {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 }, {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 }, {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 }, {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 }, {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 }, {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 }, {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 }, {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) }, {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 }, {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 }, {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 }, {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 }, {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 }, {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 }, {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 }, {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 }, {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE, 0 }, {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 }, /* NV */ {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 }, {"GL_NV_fence", NV_FENCE, 0 }, {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 }, {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 }, {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 }, {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 }, {"GL_NV_half_float", NV_HALF_FLOAT, 0 }, {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 }, {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 }, {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 }, {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 }, {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 }, {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 }, {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 }, {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 }, {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 }, {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 }, {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 }, {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 }, {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 }, /* SGI */ {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 }, }; /********************************************************** * Utility functions follow **********************************************************/ const struct min_lookup minMipLookup[] = { /* NONE POINT LINEAR */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */ {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/ {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */ }; const struct min_lookup minMipLookup_noFilter[] = { /* NONE POINT LINEAR */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */ }; const struct min_lookup minMipLookup_noMip[] = { /* NONE POINT LINEAR */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */ {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */ }; const GLenum magLookup[] = { /* NONE POINT LINEAR */ GL_NEAREST, GL_NEAREST, GL_LINEAR, }; const GLenum magLookup_noFilter[] = { /* NONE POINT LINEAR */ GL_NEAREST, GL_NEAREST, GL_NEAREST, }; /* drawStridedSlow attributes */ glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT]; glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT]; glAttribFunc specular_func_3ubv; glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT]; glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT]; glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT]; /** * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created, * i.e., there is no GL Context - Get a default rendering context to enable the * function query some info from GL. */ struct wined3d_fake_gl_ctx { HDC dc; HWND wnd; HGLRC gl_ctx; HDC restore_dc; HGLRC restore_gl_ctx; }; static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx) { TRACE_(d3d_caps)("Destroying fake GL context.\n"); if (!pwglMakeCurrent(NULL, NULL)) { ERR_(d3d_caps)("Failed to disable fake GL context.\n"); } if (!pwglDeleteContext(ctx->gl_ctx)) { DWORD err = GetLastError(); ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err); } ReleaseDC(ctx->wnd, ctx->dc); DestroyWindow(ctx->wnd); if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx)) { ERR_(d3d_caps)("Failed to restore previous GL context.\n"); } } /* Do not call while under the GL lock. */ static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx) { PIXELFORMATDESCRIPTOR pfd; int iPixelFormat; TRACE("getting context...\n"); ctx->restore_dc = pwglGetCurrentDC(); ctx->restore_gl_ctx = pwglGetCurrentContext(); /* 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_(d3d_caps)("Failed to create a window.\n"); goto fail; } ctx->dc = GetDC(ctx->wnd); if (!ctx->dc) { ERR_(d3d_caps)("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; iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd); if (!iPixelFormat) { /* If this happens something is very wrong as ChoosePixelFormat barely fails. */ ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n"); goto fail; } DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd); SetPixelFormat(ctx->dc, iPixelFormat, &pfd); /* Create a GL context. */ ctx->gl_ctx = pwglCreateContext(ctx->dc); if (!ctx->gl_ctx) { WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n"); goto fail; } /* Make it the current GL context. */ if (!context_set_current(NULL)) { ERR_(d3d_caps)("Failed to clear current D3D context.\n"); } if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx)) { ERR_(d3d_caps)("Failed to make fake GL context current.\n"); goto fail; } return TRUE; fail: if (ctx->gl_ctx) pwglDeleteContext(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 && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx)) { ERR_(d3d_caps)("Failed to restore previous GL context.\n"); } return FALSE; } /* Adjust the amount of used texture memory */ unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram) { struct wined3d_adapter *adapter = device->adapter; adapter->UsedTextureRam += glram; TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam); return adapter->UsedTextureRam; } static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter) { HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats); HeapFree(GetProcessHeap(), 0, adapter->cfgs); } ULONG CDECL wined3d_incref(struct wined3d *wined3d) { ULONG refcount = InterlockedIncrement(&wined3d->ref); TRACE("%p increasing refcount to %u.\n", wined3d, refcount); return refcount; } ULONG CDECL wined3d_decref(struct wined3d *wined3d) { ULONG refcount = InterlockedDecrement(&wined3d->ref); TRACE("%p decreasing refcount to %u.\n", wined3d, refcount); if (!refcount) { unsigned int i; for (i = 0; i < wined3d->adapter_count; ++i) { wined3d_adapter_cleanup(&wined3d->adapters[i]); } HeapFree(GetProcessHeap(), 0, wined3d); } return refcount; } /********************************************************** * IWineD3D parts follows **********************************************************/ /* GL locking is done by the caller */ static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info) { GLuint prog; BOOL ret = FALSE; 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(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 (glGetError()) { TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n"); TRACE("error: %s\n", debugstr_a((const char *)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 DWORD ver_for_ext(GL_SupportedExt ext) { unsigned int i; for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { if(EXTENSION_MAP[i].extension == ext) { return EXTENSION_MAP[i].version; } } return 0; } static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, 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_9500) return TRUE; if (device == CARD_AMD_RADEON_X700) return TRUE; if (device == CARD_AMD_RADEON_X1600) return TRUE; return FALSE; } static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, 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_NVIDIA) { if (device == CARD_NVIDIA_GEFORCEFX_5200 || device == CARD_NVIDIA_GEFORCEFX_5600 || device == CARD_NVIDIA_GEFORCEFX_5800) { return TRUE; } } return FALSE; } static BOOL match_apple(const struct wined3d_gl_info *gl_info, 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 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. * * This test has been moved into wined3d_guess_gl_vendor() */ if (gl_vendor == GL_VENDOR_APPLE) { return TRUE; } return FALSE; } /* 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[sizeof(pattern) / sizeof(pattern[0])]; /* No PBO -> No point in testing them. */ if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return; ENTER_GL(); while (glGetError()); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); 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(glGenBuffersARB(1, &pbo)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo)); GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB)); checkGLcall("Specifying the PBO test pbo"); 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(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); LEAVE_GL(); wglFinish(); /* just to be sure */ memset(check, 0, sizeof(check)); ENTER_GL(); glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check); checkGLcall("Reading back the PBO test texture"); glDeleteTextures(1, &texture); GL_EXTCALL(glDeleteBuffersARB(1, &pbo)); checkGLcall("PBO test cleanup"); LEAVE_GL(); if (memcmp(check, pattern, sizeof(check))) { WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n"); WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n"); gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE; } else { TRACE_(d3d_caps)("PBO test successful.\n"); } } static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, 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_INTEL) && (gl_vendor == GL_VENDOR_APPLE); } static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { if (gl_vendor != GL_VENDOR_APPLE) return FALSE; if (card_vendor != HW_VENDOR_AMD) return FALSE; if (device == CARD_AMD_RADEON_X1600) return FALSE; return TRUE; } static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, 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_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { /* DX9 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 dx10 card. * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is * hardcoded * * dx10 cards usually have 64 varyings */ return gl_info->limits.glsl_varyings > 44; } /* A GL context is provided by the caller */ static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, 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]) return FALSE; ENTER_GL(); while(glGetError()); GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data); error = glGetError(); LEAVE_GL(); 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; } } static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE; return gl_info->supported[NV_TEXTURE_SHADER]; } /* A GL context is provided by the caller */ static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, 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; 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; ENTER_GL(); while(glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create the NVvp clip test program\n"); LEAVE_GL(); 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)); 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 *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; while(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"); LEAVE_GL(); return ret; } /* Context activation is done by the caller. */ static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, 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)); ENTER_GL(); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 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)); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glTexSubImage2D"); glClearColor(0.996f, 0.729f, 0.745f, 0.792f); glClear(GL_COLOR_BUFFER_BIT); checkGLcall("glClear"); 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); glBindTexture(GL_TEXTURE_2D, 0); checkGLcall("glBindTexture"); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &tex); checkGLcall("glDeleteTextures"); LEAVE_GL(); return *(DWORD *)data == 0x11111111; } static void quirk_arb_constants(struct wined3d_gl_info *gl_info) { TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants); gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants; TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants); gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants; } static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info) { quirk_arb_constants(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_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n"); gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12); } /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB * on more than one texture unit. This means that the d3d9 visual point size test will cause a * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This * quirk only enables point sprites on the first texture unit. This keeps point sprites working in * most games, but avoids the crash * * A more sophisticated way would be to find all units that need texture coordinates and enable * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though) * * Note that disabling the extension entirely does not gain predictability because there is no point * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */ static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info) { if (gl_info->supported[ARB_POINT_SPRITE]) { TRACE("Limiting point sprites to one texture unit.\n"); gl_info->limits.point_sprite_units = 1; } } static void quirk_amd_dx9(struct wined3d_gl_info *gl_info) { quirk_arb_constants(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 remove the * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient * due to the non-normalized 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; } /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although * it is generally more efficient. Reserve just 8 constants. */ TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n"); gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8); } static void quirk_no_np2(struct wined3d_gl_info *gl_info) { /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but * doesn't explicitly advertise the ARB_tex_npot extension in the GL 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 reenable ARB_tex_rect (which was previously disabled * in IWineD3DImpl_FillGLCaps). * 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_texcoord_w(struct wined3d_gl_info *gl_info) { /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems * with fixed function fragment processing. Ideally this flag should be detected with a test shader * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones) * do not like vertex shaders in feedback mode and return an error, even though it should be valid * according to the spec. * * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This * makes the shader slower and eats instruction slots which should be available to the d3d app. * * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If * this workaround is activated on cards that do not need it, it won't break things, just affect * performance negatively. */ TRACE("Enabling vertex texture coord fixes in vertex shaders.\n"); gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W; } 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_apple_nvts(struct wined3d_gl_info *gl_info) { gl_info->supported[NV_TEXTURE_SHADER] = FALSE; gl_info->supported[NV_TEXTURE_SHADER2] = FALSE; } 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; } struct driver_quirk { BOOL (*match)(const struct wined3d_gl_info *gl_info, 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; }; static const struct driver_quirk quirk_table[] = { { match_amd_r300_to_500, quirk_amd_dx9, "AMD GLSL constant and normalized texrect quirk" }, /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are * used it falls back to software. While the compiler can detect if the shader uses all declared * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader * using relative addressing falls back to software. * * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */ { match_apple, quirk_apple_glsl_constants, "Apple GLSL uniform override" }, { match_geforce5, quirk_no_np2, "Geforce 5 NP2 disable" }, { match_apple_intel, quirk_texcoord_w, "Init texcoord .w for Apple Intel GPU driver" }, { match_apple_nonr500ati, quirk_texcoord_w, "Init texcoord .w for Apple ATI >= r600 GPU driver" }, { match_fglrx, quirk_one_point_sprite, "Fglrx point sprite crash workaround" }, { match_dx10_capable, quirk_clip_varying, "Reserved varying for gl_ClipPos" }, { /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most * GL implementations accept it. The Mac GL is the only implementation known to * reject it. * * If we can pass 4 component specular colors, do it, because (a) we don't have * to screw around with the data, and (b) the D3D 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" }, { /* The pixel formats provided by GL_NV_texture_shader are broken on OSX * (rdar://5682521). */ match_apple_nvts, quirk_apple_nvts, "Apple NV_texture_shader disable" }, { 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" }, }; /* Certain applications (Steam) complain if we report an outdated driver version. In general, * reporting a driver version is moot because we are not the Windows driver, and we have different * bugs, features, etc. * * The driver version has the form "x.y.z.w". * * "x" is the Windows version the driver is meant for: * 4 -> 95/98/NT4 * 5 -> 2000 * 6 -> 2000/XP * 7 -> Vista * 8 -> Win 7 * * "y" is the maximum Direct3D version the driver supports. * y -> d3d version mapping: * 11 -> d3d6 * 12 -> d3d7 * 13 -> d3d8 * 14 -> d3d9 * 15 -> d3d10 * 16 -> d3d10.1 * 17 -> d3d11 * * "z" is the subversion number. * * "w" is the vendor specific driver build number. */ struct driver_version_information { enum wined3d_display_driver driver; enum wined3d_driver_model driver_model; const char *driver_name; /* name of Windows driver */ WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */ WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */ WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */ }; /* The driver version table contains driver information for different devices on several OS versions. */ static const struct driver_version_information driver_version_table[] = { /* AMD * - Radeon HD2x00 (R600) and up supported by current drivers. * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7) * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP) * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */ {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0}, {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614}, {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764}, {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681}, {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 }, {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 }, /* Intel * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to * igxprd32.dll but the GMA800 driver was never updated. */ {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889}, {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764}, {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926}, {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218}, {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504}, {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666}, /* Nvidia * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7 * - GeforceFX support is up to 173.x on <= XP * - Geforce2MX/3/4 up to 96.x on <= XP * - TNT/Geforce1/2 up to 71.x on <= XP * All version numbers used below are from the Linux nvidia drivers. */ {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186}, {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371}, {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516}, {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745}, {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745}, }; struct gpu_description { WORD vendor; /* reported PCI card vendor ID */ WORD card; /* reported PCI card device ID */ const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */ enum wined3d_display_driver driver; unsigned int vidmem; }; /* The amount of video memory stored in the gpu description table is the minimum amount of video memory * found on a board containing a specific GPU. */ static const struct gpu_description gpu_description_table[] = { /* Nvidia cards */ {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536}, /* AMD cards */ {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6310, "AMD Radeon HD 6310 Graphics", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048}, /* Intel cards */ {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}, {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512} }; static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver, enum wined3d_driver_model driver_model) { unsigned int i; TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model); for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) { const struct driver_version_information *entry = &driver_version_table[i]; if (entry->driver == driver && entry->driver_model == driver_model) { TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n", entry->driver_name, entry->version, entry->subversion, entry->build); return entry; } } return NULL; } static void init_driver_info(struct wined3d_driver_info *driver_info, enum wined3d_pci_vendor vendor, enum wined3d_pci_device device) { OSVERSIONINFOW os_version; WORD driver_os_version; unsigned int i; enum wined3d_display_driver driver = DRIVER_UNKNOWN; enum wined3d_driver_model driver_model; const struct driver_version_information *version_info; if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE) { TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id); vendor = wined3d_settings.pci_vendor_id; } driver_info->vendor = vendor; if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE) { TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id); device = wined3d_settings.pci_device_id; } driver_info->device = device; /* Set a default amount of video memory (64MB). In general this code isn't used unless the user * overrides the pci ids to a card which is not in our database. */ driver_info->vidmem = WINE_DEFAULT_VIDMEM; memset(&os_version, 0, sizeof(os_version)); os_version.dwOSVersionInfoSize = sizeof(os_version); if (!GetVersionExW(&os_version)) { ERR("Failed to get OS version, reporting 2000/XP.\n"); driver_os_version = 6; driver_model = DRIVER_MODEL_NT5X; } else { TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion); switch (os_version.dwMajorVersion) { case 4: /* If needed we could distinguish between 9x and NT4, but this code won't make * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0. */ driver_os_version = 4; driver_model = DRIVER_MODEL_WIN9X; break; case 5: driver_os_version = 6; driver_model = DRIVER_MODEL_NT5X; break; case 6: if (os_version.dwMinorVersion == 0) { driver_os_version = 7; driver_model = DRIVER_MODEL_NT6X; } else { if (os_version.dwMinorVersion > 1) { FIXME("Unhandled OS version %u.%u, reporting Win 7.\n", os_version.dwMajorVersion, os_version.dwMinorVersion); } driver_os_version = 8; driver_model = DRIVER_MODEL_NT6X; } break; default: FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n", os_version.dwMajorVersion, os_version.dwMinorVersion); driver_os_version = 6; driver_model = DRIVER_MODEL_NT5X; break; } } /* When we reach this stage we always have a vendor or device id (it can be a default one). * This means that unless the ids are overriden, we will always find a GPU description. */ for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++) { if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card) { TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device); driver_info->description = gpu_description_table[i].description; driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024; driver = gpu_description_table[i].driver; break; } } if (wined3d_settings.emulated_textureram) { TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram); driver_info->vidmem = wined3d_settings.emulated_textureram; } /* Try to obtain driver version information for the current Windows version. This fails in * some cases: * - the gpu is not available on the currently selected OS version: * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows, * version information for the current Windows version is returned instead of faked info. * We do the same and assume the default Windows version to emulate is WinXP. * * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast) * For now return the XP driver info. Perhaps later on we should return VESA. * * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id) * This could be an indication that our database is not up to date, so this should be fixed. */ version_info = get_driver_version_info(driver, driver_model); if (version_info) { driver_info->name = version_info->driver_name; driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version); driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build); } else { version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X); if (version_info) { driver_info->name = version_info->driver_name; driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version); driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build); } else { driver_info->description = "Direct3D HAL"; driver_info->name = "Display"; driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15); driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */ FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n", vendor, device, driver_model); } } TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n", driver_info->version_high, driver_info->version_low); } /* Context activation is done by the caller. */ static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { unsigned int i; for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i) { if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue; TRACE_(d3d_caps)("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_(d3d_caps)("Invalid opengl major version: %d.\n", major); while (isdigit(*ptr)) ++ptr; if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version)); minor = atoi(ptr); TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor); return MAKEDWORD_VERSION(major, minor); } static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer) { /* 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_FENCE] && gl_info->supported[APPLE_CLIENT_STORAGE] && gl_info->supported[APPLE_FLUSH_RENDER] && gl_info->supported[APPLE_YCBCR_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, "Intel(R)") /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */ || strstr(gl_renderer, "Intel") || strstr(gl_vendor_string, "Intel Inc.")) return GL_VENDOR_INTEL; if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.") || strstr(gl_vendor_string, "DRI R300 Project") || strstr(gl_vendor_string, "X.Org R300 Project") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.") || strstr(gl_renderer, "Mesa") || strstr(gl_renderer, "Gallium")) return GL_VENDOR_MESA; FIXME_(d3d_caps)("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")) 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, "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_vendor_string, "Intel Inc.")) return HW_VENDOR_INTEL; if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.")) return HW_VENDOR_SOFTWARE; FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string)); return HW_VENDOR_NVIDIA; } static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer) { unsigned int i; if (WINE_D3D10_CAPABLE(gl_info)) { static const struct { const char *renderer; enum wined3d_pci_device id; } cards[] = { {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */ {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */ {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */ {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */ {"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 */ {"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 */ {"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 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */ {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */ {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - 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 */ {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */ {"9300", CARD_NVIDIA_GEFORCE_9200}, /* 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 */ {"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_8400GS}, /* 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_8300GS}, /* Geforce 8 - lowend */ {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */ }; for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i) { if (strstr(gl_renderer, cards[i].renderer)) return cards[i].id; } /* Geforce8-compatible fall back if the GPU is not in the list yet */ return CARD_NVIDIA_GEFORCE_8300GS; } /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx. */ if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3]) { static const struct { const char *renderer; enum wined3d_pci_device id; } cards[] = { {"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 */ }; for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i) { if (strstr(gl_renderer, cards[i].renderer)) return cards[i].id; } /* Geforce 6/7 - lowend */ return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */ } if (WINE_D3D9_CAPABLE(gl_info)) { /* GeforceFX - highend */ if (strstr(gl_renderer, "5800") || strstr(gl_renderer, "5900") || strstr(gl_renderer, "5950") || strstr(gl_renderer, "Quadro FX")) { return CARD_NVIDIA_GEFORCEFX_5800; } /* GeforceFX - midend */ if (strstr(gl_renderer, "5600") || strstr(gl_renderer, "5650") || strstr(gl_renderer, "5700") || strstr(gl_renderer, "5750")) { return CARD_NVIDIA_GEFORCEFX_5600; } /* GeforceFX - lowend */ return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */ } if (WINE_D3D8_CAPABLE(gl_info)) { if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4")) { return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */ } return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */ } if (WINE_D3D7_CAPABLE(gl_info)) { if (strstr(gl_renderer, "GeForce4 MX")) { return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */ } if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR")) { return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */ } if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2")) { return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */ } return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */ } if (strstr(gl_renderer, "TNT2")) { return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */ } return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */ } static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer) { /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx * * Beware: renderer string do not match exact card model, * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */ if (WINE_D3D10_CAPABLE(gl_info)) { unsigned int i; static const struct { const char *renderer; enum wined3d_pci_device id; } cards[] = { /* 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 */ /* 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 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 */ }; for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i) { if (strstr(gl_renderer, cards[i].renderer)) return cards[i].id; } /* Default for when no GPU has been found */ return CARD_AMD_RADEON_HD3200; } if (WINE_D3D8_CAPABLE(gl_info)) { /* Radeon R5xx */ if (strstr(gl_renderer, "X1600") || strstr(gl_renderer, "X1650") || strstr(gl_renderer, "X1800") || strstr(gl_renderer, "X1900") || strstr(gl_renderer, "X1950")) { return 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 */ if (strstr(gl_renderer, "X700") || strstr(gl_renderer, "X800") || strstr(gl_renderer, "X850") || strstr(gl_renderer, "X1300") || strstr(gl_renderer, "X1400") || strstr(gl_renderer, "X1450") || strstr(gl_renderer, "X1550") || strstr(gl_renderer, "X2300") || strstr(gl_renderer, "X2500") || strstr(gl_renderer, "HD 2300") ) { return CARD_AMD_RADEON_X700; } /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */ if (strstr(gl_renderer, "Radeon Xpress")) { return CARD_AMD_RADEON_XPRESS_200M; } /* Radeon R3xx */ return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */ } if (WINE_D3D8_CAPABLE(gl_info)) { return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */ } if (WINE_D3D7_CAPABLE(gl_info)) { return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */ } return CARD_AMD_RAGE_128PRO; } static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer) { if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45; if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM")) { /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */ return CARD_INTEL_X3100; } if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM")) { /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */ return CARD_INTEL_I945GM; } if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM; if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G; if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G; if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G; if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G; return CARD_INTEL_I915G; } static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info, const char *gl_renderer) { unsigned int i; /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx * * Beware: renderer string do not match exact card model, * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */ if (strstr(gl_renderer, "Gallium")) { /* 20101109 - These are never returned by current Gallium radeon * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351. * * These are returned but not handled: RC410, RV380. */ static const struct { const char *renderer; enum wined3d_pci_device id; } cards[] = { /* Northern Islands */ {"CAYMAN", CARD_AMD_RADEON_HD6900}, {"BARTS", CARD_AMD_RADEON_HD6800}, {"PALM", CARD_AMD_RADEON_HD6310}, /* 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}, /* HD4800 - highend */ {"RV790", CARD_AMD_RADEON_HD4800}, {"RV770", CARD_AMD_RADEON_HD4800}, {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */ {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */ {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */ /* R600/R700 integrated */ {"RS880", CARD_AMD_RADEON_HD3200}, {"RS780", CARD_AMD_RADEON_HD3200}, /* R600 */ {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"R600", CARD_AMD_RADEON_HD2900}, {"RV670", CARD_AMD_RADEON_HD2900}, {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */ {"RV630", CARD_AMD_RADEON_HD2600}, {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"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}, /* X700 is actually R400. */ {"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, 300-400MHz */ {"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}, /* R300 */ {"R360", CARD_AMD_RADEON_9500}, {"R350", CARD_AMD_RADEON_9500}, {"R300", CARD_AMD_RADEON_9500}, {"RV370", CARD_AMD_RADEON_9500}, {"RV360", CARD_AMD_RADEON_9500}, {"RV351", CARD_AMD_RADEON_9500}, {"RV350", CARD_AMD_RADEON_9500}, }; for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i) { if (strstr(gl_renderer, cards[i].renderer)) return cards[i].id; } } if (WINE_D3D9_CAPABLE(gl_info)) { static const struct { const char *renderer; enum wined3d_pci_device id; } cards[] = { /* R700 */ {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */ {"(RV790", CARD_AMD_RADEON_HD4800}, {"(RV770", CARD_AMD_RADEON_HD4800}, {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */ {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */ {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */ /* R600/R700 integrated */ {"RS880", CARD_AMD_RADEON_HD3200}, {"RS780", CARD_AMD_RADEON_HD3200}, /* R600 */ {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"(R600", CARD_AMD_RADEON_HD2900}, {"(RV670", CARD_AMD_RADEON_HD2900}, {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */ {"(RV630", CARD_AMD_RADEON_HD2600}, {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */ {"(RV610", CARD_AMD_RADEON_HD2350}, }; for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i) { if (strstr(gl_renderer, cards[i].renderer)) return cards[i].id; } } if (WINE_D3D8_CAPABLE(gl_info)) { return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */ } if (WINE_D3D7_CAPABLE(gl_info)) { return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */ } return CARD_AMD_RAGE_128PRO; } static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info, const char *gl_renderer) { if (strstr(gl_renderer, "Gallium")) { unsigned int i; static const struct { const char *renderer; enum wined3d_pci_device id; } cards[] = { {"NVC4", CARD_NVIDIA_GEFORCE_GTX460}, {"NVC0", CARD_NVIDIA_GEFORCE_GTX480}, {"NVAF", CARD_NVIDIA_GEFORCE_GT320M}, {"NVAC", CARD_NVIDIA_GEFORCE_8200}, {"NVAA", CARD_NVIDIA_GEFORCE_8200}, {"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}, {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */ {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */ {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */ {"NV50", CARD_NVIDIA_GEFORCE_8800GTX}, {"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}, {"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}, {"NV28", CARD_NVIDIA_GEFORCE4_TI4200}, {"NV25", CARD_NVIDIA_GEFORCE4_TI4200}, {"NV20", CARD_NVIDIA_GEFORCE3}, {"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}, {"NV05", CARD_NVIDIA_RIVA_TNT2}, {"NV04", CARD_NVIDIA_RIVA_TNT}, {"NV03", CARD_NVIDIA_RIVA_128}, }; for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i) { if (strstr(gl_renderer, cards[i].renderer)) return cards[i].id; } } FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer)); if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600; if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3; if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE; if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT; return CARD_NVIDIA_RIVA_128; } struct vendor_card_selection { enum wined3d_gl_vendor gl_vendor; enum wined3d_pci_vendor card_vendor; const char *description; /* Description of the card selector i.e. Apple OS/X Intel */ enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer); }; static const struct vendor_card_selection vendor_card_select_table[] = { {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary}, {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary}, {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary}, {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel}, {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary}, {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa}, {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa}, {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}, {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel} }; static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor) { /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of * different GPUs with roughly the same features. In most cases GPUs from a * certain family differ in clockspeeds, the amount of video memory and the * number of shader pipelines. * * 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 distinguishes 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. */ int i; for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i) { if ((vendor_card_select_table[i].gl_vendor != *gl_vendor) || (vendor_card_select_table[i].card_vendor != *card_vendor)) continue; TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description); return vendor_card_select_table[i].select_card(gl_info, gl_renderer); } FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n", *gl_vendor, *card_vendor); /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice * for Nvidia was because the hardware and drivers they make are of good quality. This makes * them a good generic choice. */ *card_vendor = HW_VENDOR_NVIDIA; if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600; if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3; if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE; if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT; return CARD_NVIDIA_RIVA_128; } static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; int vs_selected_mode, ps_selected_mode; select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode); if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline; else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline; else if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline; else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline; else return &ffp_fragment_pipeline; } static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter) { int vs_selected_mode, ps_selected_mode; select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend; if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend; return &none_shader_backend; } static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; int vs_selected_mode, ps_selected_mode; select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode); if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit; else return &ffp_blit; } static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version) { DWORD ver; #define USE_GL_FUNC(type, pfn, ext, replace) \ if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \ else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \ else gl_info->pfn = NULL; GL_EXT_FUNCS_GEN; #undef USE_GL_FUNC #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn); WGL_EXT_FUNCS_GEN; #undef USE_GL_FUNC } /* Context activation is done by the caller. */ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter) { struct wined3d_driver_info *driver_info = &adapter->driver_info; struct wined3d_gl_info *gl_info = &adapter->gl_info; const char *GL_Extensions = NULL; const char *WGL_Extensions = NULL; const char *gl_vendor_str, *gl_renderer_str, *gl_version_str; struct fragment_caps fragment_caps; enum wined3d_gl_vendor gl_vendor; enum wined3d_pci_vendor card_vendor; enum wined3d_pci_device device; GLint gl_max; GLfloat gl_floatv[2]; unsigned i; HDC hdc; DWORD gl_version; size_t len; TRACE_(d3d_caps)("(%p)\n", gl_info); ENTER_GL(); gl_renderer_str = (const char *)glGetString(GL_RENDERER); TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str)); if (!gl_renderer_str) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n"); return FALSE; } gl_vendor_str = (const char *)glGetString(GL_VENDOR); TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str)); if (!gl_vendor_str) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n"); return FALSE; } /* Parse the GL_VERSION field into major and minor information */ gl_version_str = (const char *)glGetString(GL_VERSION); TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str)); if (!gl_version_str) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_VERSION.\n"); return FALSE; } gl_version = wined3d_parse_gl_version(gl_version_str); /* * Initialize openGL extension related variables * with Default values */ memset(gl_info->supported, 0, sizeof(gl_info->supported)); gl_info->limits.blends = 1; gl_info->limits.buffers = 1; gl_info->limits.textures = 1; gl_info->limits.fragment_samplers = 1; gl_info->limits.vertex_samplers = 0; gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers; gl_info->limits.sampler_stages = 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; /* Retrieve opengl defaults */ glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max); gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max); TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max); glGetIntegerv(GL_MAX_LIGHTS, &gl_max); gl_info->limits.lights = gl_max; TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max); gl_info->limits.texture_size = gl_max; TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max); glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv); gl_info->limits.pointsize_min = gl_floatv[0]; gl_info->limits.pointsize_max = gl_floatv[1]; TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]); /* Parse the gl supported features, in theory enabling parts of our code appropriately. */ GL_Extensions = (const char *)glGetString(GL_EXTENSIONS); if (!GL_Extensions) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n"); return FALSE; } LEAVE_GL(); TRACE_(d3d_caps)("GL_Extensions reported:\n"); gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE; while (*GL_Extensions) { const char *start; while (isspace(*GL_Extensions)) ++GL_Extensions; start = GL_Extensions; while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions; len = GL_Extensions - start; if (!len) continue; TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len)); for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { if (len == strlen(EXTENSION_MAP[i].extension_string) && !memcmp(start, EXTENSION_MAP[i].extension_string, len)) { TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string); gl_info->supported[EXTENSION_MAP[i].extension] = TRUE; break; } } } /* Now work out what GL support this card really has */ load_gl_funcs( gl_info, gl_version ); ENTER_GL(); /* Now mark all the extensions supported which are included in the opengl core version. Do this *after* * loading the functions, otherwise the code above will load the extension entry points instead of the * core functions, which may not work. */ for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { if (!gl_info->supported[EXTENSION_MAP[i].extension] && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version) { TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string); gl_info->supported[EXTENSION_MAP[i].extension] = TRUE; } } if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE; 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_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n"); gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE; } if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) { TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from 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_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n"); gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; } if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP]) { TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n"); gl_info->supported[ARB_DEPTH_CLAMP] = TRUE; } if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA]) { TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n"); gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE; } if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]) { TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n"); gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE; } 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[NV_REGISTER_COMBINERS]) { glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max); gl_info->limits.general_combiners = gl_max; TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max); } if (gl_info->supported[ARB_DRAW_BUFFERS]) { glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max); gl_info->limits.buffers = gl_max; TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max); } if (gl_info->supported[ARB_MULTITEXTURE]) { glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); gl_info->limits.textures = min(MAX_TEXTURES, gl_max); TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures); if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { GLint tmp; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp); gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp); } else { gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max); } TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers); if (gl_info->supported[ARB_VERTEX_SHADER]) { GLint tmp; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp); gl_info->limits.vertex_samplers = tmp; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp); gl_info->limits.combined_samplers = tmp; /* 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 + MAX_TEXTURES * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards). * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 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 (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers) { FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n", gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers); FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n"); if (gl_info->limits.combined_samplers > MAX_TEXTURES) gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES; else gl_info->limits.vertex_samplers = 0; } } else { gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers; } TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers); TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers); } if (gl_info->supported[ARB_VERTEX_BLEND]) { glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max); gl_info->limits.blends = gl_max; TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends); } if (gl_info->supported[EXT_TEXTURE3D]) { glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max); gl_info->limits.texture3d_size = gl_max; TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size); } if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max); gl_info->limits.anisotropy = gl_max; TRACE_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("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_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions); if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT; } if (gl_info->supported[ARB_VERTEX_SHADER]) { glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_vs_float_constants = gl_max / 4; TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants); } if (gl_info->supported[ARB_FRAGMENT_SHADER]) { glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_ps_float_constants = gl_max / 4; TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants); glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); gl_info->limits.glsl_varyings = gl_max; TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4); } if (gl_info->supported[ARB_SHADING_LANGUAGE_100]) { const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB); unsigned int major, minor; TRACE_(d3d_caps)("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->supported[NV_LIGHT_MAX_EXPONENT]) { glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess); } else { gl_info->limits.shininess = 128.0f; } 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_POINT_SPRITE]) { gl_info->limits.point_sprite_units = gl_info->limits.textures; } else { gl_info->limits.point_sprite_units = 0; } checkGLcall("extension detection"); LEAVE_GL(); adapter->fragment_pipe = select_fragment_implementation(adapter); adapter->shader_backend = select_shader_backend(adapter); adapter->blitter = select_blit_implementation(adapter); adapter->fragment_pipe->get_caps(gl_info, &fragment_caps); gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages; TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages); /* In some cases the number of texture stages can be larger than the number * of samplers. The GF4 for example can use only 2 samplers (no fragment * shaders), but 8 texture stages (register combiners). */ gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages); if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer; gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers; gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers; gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage; gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv; gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer; gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers; gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv; gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer; gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap; } else { if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT; gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT; gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT; gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT; gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT; gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT; gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT; gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT; } else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } if (gl_info->supported[EXT_FRAMEBUFFER_BLIT]) { gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT; } if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE]) { gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT; } } /* MRTs are currently only supported when FBOs are used. */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { gl_info->limits.buffers = 1; } gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str); card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str); TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor); device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor); TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device); gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT; gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE; gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] = gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT; /* Make sure there's an active HDC else the WGL extensions will fail */ hdc = pwglGetCurrentDC(); if (hdc) { /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */ if(GL_EXTCALL(wglGetExtensionsStringARB)) WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc)); if (!WGL_Extensions) { ERR(" WGL_Extensions returns NULL\n"); } else { TRACE_(d3d_caps)("WGL_Extensions reported:\n"); while (*WGL_Extensions) { const char *Start; char ThisExtn[256]; while (isspace(*WGL_Extensions)) WGL_Extensions++; Start = WGL_Extensions; while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions; len = WGL_Extensions - Start; if (!len || len >= sizeof(ThisExtn)) continue; memcpy(ThisExtn, Start, len); ThisExtn[len] = '\0'; TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn)); if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) { gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE; TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n"); } if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) { gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE; TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n"); } if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) { gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE; TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n"); } } } } fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device); init_driver_info(driver_info, card_vendor, device); add_gl_compat_wrappers(gl_info); return TRUE; } UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d) { TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n", wined3d, wined3d->adapter_count); return wined3d->adapter_count; } HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function) { FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function); return WINED3D_OK; } HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx) { TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx); if (adapter_idx >= wined3d->adapter_count) return NULL; return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY); } /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes of the same bpp but different resolutions */ /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */ UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_format_id format_id) { TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id)); if (adapter_idx >= wined3d->adapter_count) return 0; /* TODO: Store modes per adapter and read it from the adapter structure */ if (!adapter_idx) { const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id); UINT format_bits = format->byte_count * CHAR_BIT; unsigned int i = 0; unsigned int j = 0; DEVMODEW mode; memset(&mode, 0, sizeof(mode)); mode.dmSize = sizeof(mode); while (EnumDisplaySettingsExW(NULL, j, &mode, 0)) { ++j; if (format_id == WINED3DFMT_UNKNOWN) { /* This is for D3D8, do not enumerate P8 here */ if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i; } else if (mode.dmBitsPerPel == format_bits) { ++i; } } TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx); return i; } else { FIXME_(d3d_caps)("Adapter not primary display.\n"); } return 0; } /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */ HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode) { TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n", wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode); /* Validate the parameters as much as possible */ if (!mode || adapter_idx >= wined3d->adapter_count || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id)) { return WINED3DERR_INVALIDCALL; } /* TODO: Store modes per adapter and read it from the adapter structure */ if (!adapter_idx) { const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id); UINT format_bits = format->byte_count * CHAR_BIT; DEVMODEW DevModeW; int ModeIdx = 0; UINT i = 0; int j = 0; ZeroMemory(&DevModeW, sizeof(DevModeW)); DevModeW.dmSize = sizeof(DevModeW); /* If we are filtering to a specific format (D3D9), then need to skip all unrelated modes, but if mode is irrelevant (D3D8), then we can just count through the ones with valid bit depths */ while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) { if (format_id == WINED3DFMT_UNKNOWN) { /* This is for D3D8, do not enumerate P8 here */ if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i; } else if (DevModeW.dmBitsPerPel == format_bits) { ++i; } } if (!i) { TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id)); return WINED3DERR_INVALIDCALL; } ModeIdx = j - 1; /* Now get the display mode via the calculated index */ if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) { mode->Width = DevModeW.dmPelsWidth; mode->Height = DevModeW.dmPelsHeight; mode->RefreshRate = DEFAULT_REFRESH_RATE; if (DevModeW.dmFields & DM_DISPLAYFREQUENCY) mode->RefreshRate = DevModeW.dmDisplayFrequency; if (format_id == WINED3DFMT_UNKNOWN) mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel); else mode->Format = format_id; } else { TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx); return WINED3DERR_INVALIDCALL; } TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", mode->Width, mode->Height, mode->RefreshRate, mode->Format, debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel); } else { FIXME_(d3d_caps)("Adapter not primary display\n"); } return WINED3D_OK; } HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDISPLAYMODE *mode) { TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode); if (!mode || adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; if (!adapter_idx) { DEVMODEW DevModeW; unsigned int bpp; ZeroMemory(&DevModeW, sizeof(DevModeW)); DevModeW.dmSize = sizeof(DevModeW); EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0); mode->Width = DevModeW.dmPelsWidth; mode->Height = DevModeW.dmPelsHeight; bpp = DevModeW.dmBitsPerPel; mode->RefreshRate = DEFAULT_REFRESH_RATE; if (DevModeW.dmFields&DM_DISPLAYFREQUENCY) mode->RefreshRate = DevModeW.dmDisplayFrequency; mode->Format = pixelformat_for_depth(bpp); } else { FIXME_(d3d_caps)("Adapter not primary display\n"); } TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format)); return WINED3D_OK; } /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER, and fields being inserted in the middle, a new structure is used in place */ HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d, UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier) { const struct wined3d_adapter *adapter; size_t len; TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n", wined3d, adapter_idx, flags, identifier); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; adapter = &wined3d->adapters[adapter_idx]; /* Return the information requested */ TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n"); if (identifier->driver_size) { const char *name = adapter->driver_info.name; len = min(strlen(name), identifier->driver_size - 1); memcpy(identifier->driver, name, len); identifier->driver[len] = '\0'; } if (identifier->description_size) { const char *description = adapter->driver_info.description; len = min(strlen(description), identifier->description_size - 1); memcpy(identifier->description, description, len); identifier->description[len] = '\0'; } /* Note that d3d8 doesn't supply a device name. */ if (identifier->device_name_size) { static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */ len = strlen(device_name); if (len >= identifier->device_name_size) { ERR("Device name size too small.\n"); return WINED3DERR_INVALIDCALL; } memcpy(identifier->device_name, device_name, len); identifier->device_name[len] = '\0'; } identifier->driver_version.u.HighPart = adapter->driver_info.version_high; identifier->driver_version.u.LowPart = adapter->driver_info.version_low; identifier->vendor_id = adapter->driver_info.vendor; identifier->device_id = adapter->driver_info.device; identifier->subsystem_id = 0; identifier->revision = 0; memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier)); identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1; memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid)); identifier->video_memory = adapter->TextureRam; return WINED3D_OK; } static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info, const WineD3D_PixelFormat *cfg, const struct wined3d_format *format) { short redSize, greenSize, blueSize, alphaSize, colorBits; if(!cfg) return FALSE; /* Float formats need FBOs. If FBOs are used this function isn't called */ if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE; if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */ if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) { ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id)); return FALSE; } if(cfg->redSize < redSize) return FALSE; if(cfg->greenSize < greenSize) return FALSE; if(cfg->blueSize < blueSize) return FALSE; if(cfg->alphaSize < alphaSize) return FALSE; return TRUE; } /* Probably a RGBA_float or color index mode */ return FALSE; } static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info, const WineD3D_PixelFormat *cfg, const struct wined3d_format *format) { short depthSize, stencilSize; BOOL lockable = FALSE; if(!cfg) return FALSE; if (!getDepthStencilBits(format, &depthSize, &stencilSize)) { ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id)); return FALSE; } /* Float formats need FBOs. If FBOs are used this function isn't called */ if (format->flags & 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 dephthstencil 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 == depthSize || (!lockable && cfg->depthSize > depthSize))) return FALSE; /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so * allow more stencil bits than requested. */ if(cfg->stencilSize < stencilSize) return FALSE; return TRUE; } HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id) { const struct wined3d_format *rt_format; const struct wined3d_format *ds_format; const struct wined3d_adapter *adapter; TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n" "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n", wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id), debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id)); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; adapter = &wined3d->adapters[adapter_idx]; rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id); ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id); if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET) && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) { TRACE_(d3d_caps)("Formats match.\n"); return WINED3D_OK; } } else { const WineD3D_PixelFormat *cfgs; unsigned int cfg_count; unsigned int i; cfgs = adapter->cfgs; cfg_count = adapter->nCfgs; for (i = 0; i < cfg_count; ++i) { if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format)) { if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format)) { TRACE_(d3d_caps)("Formats match.\n"); return WINED3D_OK; } } } } TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n", debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id)); return WINED3DERR_NOTAVAILABLE; } HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed, WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels) { const struct wined3d_adapter *adapter; const struct wined3d_format *format; TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n" "windowed %#x, multisample_type %#x, quality_levels %p.\n", wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id), windowed, multisample_type, quality_levels); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; /* TODO: Handle windowed, add more quality levels. */ if (WINED3DMULTISAMPLE_NONE == multisample_type) { if (quality_levels) *quality_levels = 1; return WINED3D_OK; } /* By default multisampling is disabled right now as it causes issues * on some Nvidia driver versions and it doesn't work well in combination * with FBOs yet. */ if (!wined3d_settings.allow_multisampling) return WINED3DERR_NOTAVAILABLE; adapter = &wined3d->adapters[adapter_idx]; format = wined3d_get_format(&adapter->gl_info, surface_format_id); if (!format) return WINED3DERR_INVALIDCALL; if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { const WineD3D_PixelFormat *cfgs; unsigned int i, cfg_count; cfgs = adapter->cfgs; cfg_count = adapter->nCfgs; for (i = 0; i < cfg_count; ++i) { if(cfgs[i].numSamples != multisample_type) continue; if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format)) continue; TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n", cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id)); if (quality_levels) *quality_levels = 1; return WINED3D_OK; } } else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET) { short redSize, greenSize, blueSize, alphaSize, colorBits; const WineD3D_PixelFormat *cfgs; unsigned int i, cfg_count; if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) { ERR("Unable to get color bits for format %s, can't check multisampling capability.\n", debug_d3dformat(surface_format_id)); return WINED3DERR_NOTAVAILABLE; } cfgs = adapter->cfgs; cfg_count = adapter->nCfgs; for (i = 0; i < cfg_count; ++i) { if(cfgs[i].numSamples != multisample_type) continue; if(cfgs[i].redSize != redSize) continue; if(cfgs[i].greenSize != greenSize) continue; if(cfgs[i].blueSize != blueSize) continue; /* Not all drivers report alpha-less formats since they use 32-bit * anyway, so accept alpha even if we didn't ask for it. */ if(alphaSize && cfgs[i].alphaSize != alphaSize) continue; if (cfgs[i].colorSize != (format->byte_count << 3)) continue; TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n", cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id)); if (quality_levels) *quality_levels = 1; return WINED3D_OK; } } return WINED3DERR_NOTAVAILABLE; } /* Check if we support bumpmapping for a format */ static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { /* Ask the fixed function pipeline implementation if it can deal * with the conversion. If we've got a GL extension giving native * support this will be an identity conversion. */ return (format->flags & WINED3DFMT_FLAG_BUMPMAP) && adapter->fragment_pipe->color_fixup_supported(format->color_fixup); } /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */ static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *display_format, const struct wined3d_format *ds_format) { int it=0; /* Only allow depth/stencil formats */ if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE; if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */ if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE; } else { /* Walk through all WGL pixel formats to find a match */ for (it = 0; it < adapter->nCfgs; ++it) { WineD3D_PixelFormat *cfg = &adapter->cfgs[it]; if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format)) { if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format)) { return TRUE; } } } } return FALSE; } static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { /* The flags entry of a format contains the filtering capability */ if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE; return FALSE; } /* Check the render target capabilities of a format */ static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *adapter_format, const struct wined3d_format *check_format) { /* Filter out non-RT formats */ if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE; if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { WineD3D_PixelFormat *cfgs = adapter->cfgs; int it; short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize; short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize; getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize); getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize); /* 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(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) { TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; } /* 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) */ for (it = 0; it < adapter->nCfgs; ++it) { if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], check_format)) { TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n", cfgs[it].iPixelFormat, debug_d3dformat(check_format->id)); return TRUE; } } } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO) { /* For now return TRUE for FBOs until we have some proper checks. * Note that this function will only be called when the format is around for texturing. */ return TRUE; } return FALSE; } static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { return format->flags & WINED3DFMT_FLAG_SRGB_READ; } static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are * doing the color fixup in shaders. * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */ if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE) { int vs_selected_mode; int ps_selected_mode; select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } } TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id)); return FALSE; } /* Check if a format support blending in combination with pixel shaders */ static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { /* The flags entry of a format contains the post pixel shader blending capability */ if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE; return FALSE; } static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported, * but we have to report mipmapping so we cannot reject this flag. Tests show that * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show * that wrapping is supported. The lack of filtering will sort out the mipmapping * capability anyway. * * For now lets report this on all formats, but in the future we may want to * restrict it to some should games need that */ return TRUE; } /* Check if a texture format is supported on the given adapter */ static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; switch (format->id) { /***** * supported: RGB(A) formats */ case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */ case WINED3DFMT_B8G8R8A8_UNORM: case WINED3DFMT_B8G8R8X8_UNORM: case WINED3DFMT_B5G6R5_UNORM: case WINED3DFMT_B5G5R5X1_UNORM: case WINED3DFMT_B5G5R5A1_UNORM: case WINED3DFMT_B4G4R4A4_UNORM: case WINED3DFMT_A8_UNORM: case WINED3DFMT_B4G4R4X4_UNORM: case WINED3DFMT_R8G8B8A8_UNORM: case WINED3DFMT_R8G8B8X8_UNORM: case WINED3DFMT_B10G10R10A2_UNORM: case WINED3DFMT_R10G10B10A2_UNORM: case WINED3DFMT_R16G16_UNORM: TRACE_(d3d_caps)("[OK]\n"); return TRUE; case WINED3DFMT_B2G3R3_UNORM: TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n"); return FALSE; /***** * Not supported: Palettized * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7. * Since it is not widely available, don't offer it. Further no Windows driver offers * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either. */ case WINED3DFMT_P8_UINT: case WINED3DFMT_P8_UINT_A8_UNORM: return FALSE; /***** * Supported: (Alpha)-Luminance */ case WINED3DFMT_L8_UNORM: case WINED3DFMT_L8A8_UNORM: case WINED3DFMT_L16_UNORM: TRACE_(d3d_caps)("[OK]\n"); return TRUE; /* Not supported on Windows, thus disabled */ case WINED3DFMT_L4A4_UNORM: TRACE_(d3d_caps)("[FAILED] - not supported on windows\n"); return FALSE; /***** * Supported: Depth/Stencil formats */ case WINED3DFMT_D16_LOCKABLE: case WINED3DFMT_D16_UNORM: case WINED3DFMT_S1_UINT_D15_UNORM: case WINED3DFMT_X8D24_UNORM: case WINED3DFMT_S4X4_UINT_D24_UNORM: case WINED3DFMT_D24_UNORM_S8_UINT: case WINED3DFMT_S8_UINT_D24_FLOAT: case WINED3DFMT_D32_UNORM: case WINED3DFMT_D32_FLOAT: return TRUE; case WINED3DFMT_INTZ: if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL] || gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) return TRUE; return FALSE; /***** * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or * GL_NV_texture_shader). Emulated by shaders */ case WINED3DFMT_R8G8_SNORM: case WINED3DFMT_R8G8_SNORM_L8X8_UNORM: case WINED3DFMT_R5G5_SNORM_L6_UNORM: case WINED3DFMT_R8G8B8A8_SNORM: case WINED3DFMT_R16G16_SNORM: /* Ask the shader backend if it can deal with the conversion. If * we've got a GL extension giving native support this will be an * identity conversion. */ if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; case WINED3DFMT_DXT1: case WINED3DFMT_DXT2: case WINED3DFMT_DXT3: case WINED3DFMT_DXT4: case WINED3DFMT_DXT5: if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC]) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; /***** * Odd formats - not supported */ case WINED3DFMT_VERTEXDATA: case WINED3DFMT_R16_UINT: case WINED3DFMT_R32_UINT: case WINED3DFMT_R16G16B16A16_SNORM: case WINED3DFMT_R10G10B10_SNORM_A2_UNORM: case WINED3DFMT_R10G11B11_SNORM: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return FALSE; /***** * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now */ case WINED3DFMT_R8G8_SNORM_Cx: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return FALSE; /* YUV formats */ case WINED3DFMT_UYVY: case WINED3DFMT_YUY2: if (gl_info->supported[APPLE_YCBCR_422]) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; case WINED3DFMT_YV12: TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; /* Not supported */ case WINED3DFMT_R16G16B16A16_UNORM: case WINED3DFMT_B2G3R3A8_UNORM: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return FALSE; /* Floating point formats */ case WINED3DFMT_R16_FLOAT: case WINED3DFMT_R16G16_FLOAT: case WINED3DFMT_R16G16B16A16_FLOAT: if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL]) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; case WINED3DFMT_R32_FLOAT: case WINED3DFMT_R32G32_FLOAT: case WINED3DFMT_R32G32B32A32_FLOAT: if (gl_info->supported[ARB_TEXTURE_FLOAT]) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support * instancing. To query if the card supports instancing CheckDeviceFormat with the special format * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value. * We can do instancing with all shader versions, but we need vertex shaders. * * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once * to enable instancing. WineD3D doesn't need that and just ignores it. * * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */ case WINED3DFMT_INST: TRACE("ATI Instancing check hack\n"); if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER]) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; /* Some weird FOURCC formats */ case WINED3DFMT_R8G8_B8G8: case WINED3DFMT_G8R8_G8B8: case WINED3DFMT_MULTI2_ARGB8: TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; /* Vendor specific formats */ case WINED3DFMT_ATI2N: if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC] || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC]) { if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup) && adapter->fragment_pipe->color_fixup_supported(format->color_fixup)) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special * format MAKEFOURCC('N','V','D','B') is used. * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) * to test value. */ case WINED3DFMT_NVDB: if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST]) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; case WINED3DFMT_NVHU: case WINED3DFMT_NVHS: /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16). * ATI refused to support formats which can easilly be emulated with pixel shaders, so * Applications have to deal with not having NVHS and NVHU. */ TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; case WINED3DFMT_NULL: if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) return TRUE; return FALSE; case WINED3DFMT_UNKNOWN: return FALSE; default: ERR("Unhandled format %s.\n", debug_d3dformat(format->id)); break; } return FALSE; } static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *adapter_format, const struct wined3d_format *check_format, WINED3DSURFTYPE SurfaceType) { if (SurfaceType == SURFACE_GDI) { switch (check_format->id) { case WINED3DFMT_B8G8R8_UNORM: case WINED3DFMT_B8G8R8A8_UNORM: case WINED3DFMT_B8G8R8X8_UNORM: case WINED3DFMT_B5G6R5_UNORM: case WINED3DFMT_B5G5R5X1_UNORM: case WINED3DFMT_B5G5R5A1_UNORM: case WINED3DFMT_B4G4R4A4_UNORM: case WINED3DFMT_B2G3R3_UNORM: case WINED3DFMT_A8_UNORM: case WINED3DFMT_B2G3R3A8_UNORM: case WINED3DFMT_B4G4R4X4_UNORM: case WINED3DFMT_R10G10B10A2_UNORM: case WINED3DFMT_R8G8B8A8_UNORM: case WINED3DFMT_R8G8B8X8_UNORM: case WINED3DFMT_R16G16_UNORM: case WINED3DFMT_B10G10R10A2_UNORM: case WINED3DFMT_R16G16B16A16_UNORM: case WINED3DFMT_P8_UINT: TRACE_(d3d_caps)("[OK]\n"); return TRUE; default: TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n"); return FALSE; } } /* All format that are supported for textures are supported for surfaces as well */ if (CheckTextureCapability(adapter, check_format)) return TRUE; /* All depth stencil formats are supported on surfaces */ if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE; /* If opengl can't process the format natively, the blitter may be able to convert it */ if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT, NULL, WINED3DPOOL_DEFAULT, 0, check_format, NULL, WINED3DPOOL_DEFAULT, 0, adapter_format)) { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } /* Reject other formats */ TRACE_(d3d_caps)("[FAILED]\n"); return FALSE; } static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format) { return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF); } HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage, WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type) { const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx]; const struct wined3d_gl_info *gl_info = &adapter->gl_info; const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id); const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id); DWORD usage_caps = 0; TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n" "resource_type %s, check_format %s, surface_type %#x.\n", wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id), debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type), debug_d3dformat(check_format_id), surface_type); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; switch (resource_type) { case WINED3DRTYPE_CUBETEXTURE: /* Cubetexture allows: * - WINED3DUSAGE_AUTOGENMIPMAP * - WINED3DUSAGE_DEPTHSTENCIL * - WINED3DUSAGE_DYNAMIC * - WINED3DUSAGE_NONSECURE (d3d9ex) * - WINED3DUSAGE_RENDERTARGET * - WINED3DUSAGE_SOFTWAREPROCESSING * - WINED3DUSAGE_QUERY_WRAPANDMIP */ if (surface_type != SURFACE_OPENGL) { TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { TRACE_(d3d_caps)("[FAILED] - No cube texture support\n"); return WINED3DERR_NOTAVAILABLE; } if (!CheckTextureCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n"); return WINED3DERR_NOTAVAILABLE; } if (usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) /* When autogenmipmap isn't around continue and return * WINED3DOK_NOAUTOGEN instead of D3D_OK. */ TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n"); else usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP; } /* Always report dynamic locking. */ if (usage & WINED3DUSAGE_DYNAMIC) usage_caps |= WINED3DUSAGE_DYNAMIC; if (usage & WINED3DUSAGE_RENDERTARGET) { if (!CheckRenderTargetCapability(adapter, adapter_format, format)) { TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_RENDERTARGET; } /* Always report software processing. */ if (usage & WINED3DUSAGE_SOFTWAREPROCESSING) usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING; if (usage & WINED3DUSAGE_QUERY_FILTER) { if (!CheckFilterCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query filter support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_FILTER; } if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { if (!CheckPostPixelShaderBlendingCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; } if (usage & WINED3DUSAGE_QUERY_SRGBREAD) { if (!CheckSrgbReadCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD; } if (usage & WINED3DUSAGE_QUERY_SRGBWRITE) { if (!CheckSrgbWriteCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE; } if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { if (!CheckVertexTextureCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE; } if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP) { if (!CheckWrapAndMipCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP; } break; case WINED3DRTYPE_SURFACE: /* Surface allows: * - WINED3DUSAGE_DEPTHSTENCIL * - WINED3DUSAGE_NONSECURE (d3d9ex) * - WINED3DUSAGE_RENDERTARGET */ if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type)) { TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n"); return WINED3DERR_NOTAVAILABLE; } if (usage & WINED3DUSAGE_DEPTHSTENCIL) { if (!CheckDepthStencilCapability(adapter, adapter_format, format)) { TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_DEPTHSTENCIL; } if (usage & WINED3DUSAGE_RENDERTARGET) { if (!CheckRenderTargetCapability(adapter, adapter_format, format)) { TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_RENDERTARGET; } if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { if (!CheckPostPixelShaderBlendingCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; } break; case WINED3DRTYPE_TEXTURE: /* Texture allows: * - WINED3DUSAGE_AUTOGENMIPMAP * - WINED3DUSAGE_DEPTHSTENCIL * - WINED3DUSAGE_DMAP * - WINED3DUSAGE_DYNAMIC * - WINED3DUSAGE_NONSECURE (d3d9ex) * - WINED3DUSAGE_RENDERTARGET * - WINED3DUSAGE_SOFTWAREPROCESSING * - WINED3DUSAGE_TEXTAPI (d3d9ex) * - WINED3DUSAGE_QUERY_WRAPANDMIP */ if (surface_type != SURFACE_OPENGL) { TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } if (!CheckTextureCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n"); return WINED3DERR_NOTAVAILABLE; } if (usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) /* When autogenmipmap isn't around continue and return * WINED3DOK_NOAUTOGEN instead of D3D_OK. */ TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n"); else usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP; } /* Always report dynamic locking. */ if (usage & WINED3DUSAGE_DYNAMIC) usage_caps |= WINED3DUSAGE_DYNAMIC; if (usage & WINED3DUSAGE_RENDERTARGET) { if (!CheckRenderTargetCapability(adapter, adapter_format, format)) { TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_RENDERTARGET; } /* Always report software processing. */ if (usage & WINED3DUSAGE_SOFTWAREPROCESSING) usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING; if (usage & WINED3DUSAGE_QUERY_FILTER) { if (!CheckFilterCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query filter support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_FILTER; } if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) { if (!CheckBumpMapCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP; } if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { if (!CheckPostPixelShaderBlendingCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; } if (usage & WINED3DUSAGE_QUERY_SRGBREAD) { if (!CheckSrgbReadCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD; } if (usage & WINED3DUSAGE_QUERY_SRGBWRITE) { if (!CheckSrgbWriteCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE; } if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { if (!CheckVertexTextureCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE; } if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP) { if (!CheckWrapAndMipCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP; } if (usage & WINED3DUSAGE_DEPTHSTENCIL) { if (!CheckDepthStencilCapability(adapter, adapter_format, format)) { TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n"); return WINED3DERR_NOTAVAILABLE; } if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW]) { TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_DEPTHSTENCIL; } break; case WINED3DRTYPE_VOLUMETEXTURE: case WINED3DRTYPE_VOLUME: /* Volume is to VolumeTexture what Surface is to Texture, but its * usage caps are not documented. Most driver seem to offer * (nearly) the same on Volume and VolumeTexture, so do that too. * * Volumetexture allows: * - D3DUSAGE_DYNAMIC * - D3DUSAGE_NONSECURE (d3d9ex) * - D3DUSAGE_SOFTWAREPROCESSING * - D3DUSAGE_QUERY_WRAPANDMIP */ if (surface_type != SURFACE_OPENGL) { TRACE_(d3d_caps)("[FAILED]\n"); return WINED3DERR_NOTAVAILABLE; } if (!gl_info->supported[EXT_TEXTURE3D]) { TRACE_(d3d_caps)("[FAILED] - No volume texture support\n"); return WINED3DERR_NOTAVAILABLE; } if (!CheckTextureCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - Format not supported\n"); return WINED3DERR_NOTAVAILABLE; } /* Filter formats that need conversion; For one part, this * conversion is unimplemented, and volume textures are huge, so * it would be a big performance hit. Unless we hit an application * needing one of those formats, don't advertize them to avoid * leading applications into temptation. The windows drivers don't * support most of those formats on volumes anyway, except for * WINED3DFMT_R32_FLOAT. */ switch (check_format_id) { case WINED3DFMT_P8_UINT: case WINED3DFMT_L4A4_UNORM: case WINED3DFMT_R32_FLOAT: case WINED3DFMT_R16_FLOAT: case WINED3DFMT_R8G8_SNORM_L8X8_UNORM: case WINED3DFMT_R5G5_SNORM_L6_UNORM: case WINED3DFMT_R16G16_UNORM: TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); return WINED3DERR_NOTAVAILABLE; case WINED3DFMT_R8G8B8A8_SNORM: case WINED3DFMT_R16G16_SNORM: if (!gl_info->supported[NV_TEXTURE_SHADER]) { TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); return WINED3DERR_NOTAVAILABLE; } break; case WINED3DFMT_R8G8_SNORM: if (!gl_info->supported[NV_TEXTURE_SHADER]) { TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); return WINED3DERR_NOTAVAILABLE; } break; case WINED3DFMT_DXT1: case WINED3DFMT_DXT2: case WINED3DFMT_DXT3: case WINED3DFMT_DXT4: case WINED3DFMT_DXT5: /* The GL_EXT_texture_compression_s3tc spec requires that * loading an s3tc compressed texture results in an error. * While the D3D refrast does support s3tc volumes, at * least the nvidia windows driver does not, so we're free * not to support this format. */ TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n"); return WINED3DERR_NOTAVAILABLE; default: /* Do nothing, continue with checking the format below */ break; } /* Always report dynamic locking. */ if (usage & WINED3DUSAGE_DYNAMIC) usage_caps |= WINED3DUSAGE_DYNAMIC; /* Always report software processing. */ if (usage & WINED3DUSAGE_SOFTWAREPROCESSING) usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING; if (usage & WINED3DUSAGE_QUERY_FILTER) { if (!CheckFilterCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query filter support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_FILTER; } if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { if (!CheckPostPixelShaderBlendingCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; } if (usage & WINED3DUSAGE_QUERY_SRGBREAD) { if (!CheckSrgbReadCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD; } if (usage & WINED3DUSAGE_QUERY_SRGBWRITE) { if (!CheckSrgbWriteCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE; } if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { if (!CheckVertexTextureCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE; } if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP) { if (!CheckWrapAndMipCapability(adapter, format)) { TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n"); return WINED3DERR_NOTAVAILABLE; } usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP; } break; default: FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type)); return WINED3DERR_NOTAVAILABLE; } /* When the usage_caps exactly matches usage return WINED3D_OK except for * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */ if (usage_caps == usage) return WINED3D_OK; if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) return WINED3DOK_NOAUTOGEN; TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n", usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps); return WINED3DERR_NOTAVAILABLE; } HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format) { FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n", wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format), debug_d3dformat(dst_format)); return WINED3D_OK; } HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed) { UINT mode_count; HRESULT hr; TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n", wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format), debug_d3dformat(backbuffer_format), windowed); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; /* The task of this function is to check whether a certain display / backbuffer format * combination is available on the given adapter. In fullscreen mode microsoft specified * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer * and display format should match exactly. * In windowed mode format conversion can occur and this depends on the driver. When format * conversion is done, this function should nevertheless fail and applications need to use * CheckDeviceFormatConversion. * At the moment we assume that fullscreen and windowed have the same capabilities. */ /* There are only 4 display formats. */ if (!(display_format == WINED3DFMT_B5G6R5_UNORM || display_format == WINED3DFMT_B5G5R5X1_UNORM || display_format == WINED3DFMT_B8G8R8X8_UNORM || display_format == WINED3DFMT_B10G10R10A2_UNORM)) { TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format)); return WINED3DERR_NOTAVAILABLE; } /* If the requested display format is not available, don't continue. */ mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format); if (!mode_count) { TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format)); return WINED3DERR_NOTAVAILABLE; } /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format, * it means 'reuse' the display format for the backbuffer. */ if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN) { TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n"); return WINED3DERR_NOTAVAILABLE; } /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with * backbuffer format WINED3DFMT_B5G6R5_UNORM. */ if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM) { TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and * WINED3DFMT_B5G5R5A1_UNORM. */ if (display_format == WINED3DFMT_B5G5R5X1_UNORM && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM)) { TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and * WINED3DFMT_B8G8R8A8_UNORM. */ if (display_format == WINED3DFMT_B8G8R8X8_UNORM && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM)) { TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */ if (display_format == WINED3DFMT_B10G10R10A2_UNORM && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed)) { TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */ hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL); if (FAILED(hr)) TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return hr; } /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true subset of a D3DCAPS9 structure. However, it has to come via a void * as the d3d8 interface cannot import the d3d9 header */ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, WINED3DCAPS *caps) { const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx]; const struct wined3d_gl_info *gl_info = &adapter->gl_info; int vs_selected_mode; int ps_selected_mode; struct shader_caps shader_caps; struct fragment_caps fragment_caps; DWORD ckey_caps, blit_caps, fx_caps, pal_caps; TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n", wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); /* ------------------------------------------------ The following fields apply to both d3d8 and d3d9 ------------------------------------------------ */ /* Not quite true, but use h/w supported by opengl I suppose */ caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; caps->AdapterOrdinal = adapter_idx; caps->Caps = 0; caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED | WINED3DCAPS2_FULLSCREENGAMMA | WINED3DCAPS2_DYNAMICTEXTURES; if (gl_info->supported[SGIS_GENERATE_MIPMAP]) caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP; caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | WINED3DCAPS3_COPY_TO_VIDMEM | WINED3DCAPS3_COPY_TO_SYSTEMMEM; caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE | WINED3DPRESENT_INTERVAL_ONE; caps->CursorCaps = WINED3DCURSORCAPS_COLOR | WINED3DCURSORCAPS_LOWRES; caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX | WINED3DDEVCAPS_EXECUTESYSTEMMEMORY | WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY| WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY | WINED3DDEVCAPS_DRAWPRIMTLVERTEX | WINED3DDEVCAPS_HWTRANSFORMANDLIGHT | WINED3DDEVCAPS_EXECUTEVIDEOMEMORY | WINED3DDEVCAPS_PUREDEVICE | WINED3DDEVCAPS_HWRASTERIZATION | WINED3DDEVCAPS_TEXTUREVIDEOMEMORY | WINED3DDEVCAPS_TEXTURESYSTEMMEMORY | WINED3DDEVCAPS_CANRENDERAFTERFLIP | WINED3DDEVCAPS_DRAWPRIMITIVES2 | WINED3DDEVCAPS_DRAWPRIMITIVES2EX | WINED3DDEVCAPS_RTPATCHES; caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE | WINED3DPMISCCAPS_CULLCCW | WINED3DPMISCCAPS_CULLCW | WINED3DPMISCCAPS_COLORWRITEENABLE | WINED3DPMISCCAPS_CLIPTLVERTS | WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS | WINED3DPMISCCAPS_MASKZ | WINED3DPMISCCAPS_BLENDOP | WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING; /* TODO: WINED3DPMISCCAPS_NULLREFERENCE WINED3DPMISCCAPS_FOGANDSPECULARALPHA WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS WINED3DPMISCCAPS_FOGVERTEXCLAMPED */ 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; caps->RasterCaps = WINED3DPRASTERCAPS_DITHER | WINED3DPRASTERCAPS_PAT | WINED3DPRASTERCAPS_WFOG | WINED3DPRASTERCAPS_ZFOG | WINED3DPRASTERCAPS_FOGVERTEX | WINED3DPRASTERCAPS_FOGTABLE | WINED3DPRASTERCAPS_STIPPLE | WINED3DPRASTERCAPS_SUBPIXEL | WINED3DPRASTERCAPS_ZTEST | WINED3DPRASTERCAPS_SCISSORTEST | WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS | WINED3DPRASTERCAPS_DEPTHBIAS; if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY | WINED3DPRASTERCAPS_ZBIAS | WINED3DPRASTERCAPS_MIPMAPLODBIAS; } if (gl_info->supported[NV_FOG_DISTANCE]) { caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE; } /* FIXME Add: WINED3DPRASTERCAPS_COLORPERSPECTIVE WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE WINED3DPRASTERCAPS_ANTIALIASEDGES WINED3DPRASTERCAPS_ZBUFFERLESSHSR WINED3DPRASTERCAPS_WBUFFER */ caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS | WINED3DPCMPCAPS_EQUAL | WINED3DPCMPCAPS_GREATER | WINED3DPCMPCAPS_GREATEREQUAL | WINED3DPCMPCAPS_LESS | WINED3DPCMPCAPS_LESSEQUAL | WINED3DPCMPCAPS_NEVER | WINED3DPCMPCAPS_NOTEQUAL; caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA | WINED3DPBLENDCAPS_BOTHSRCALPHA | WINED3DPBLENDCAPS_DESTALPHA | WINED3DPBLENDCAPS_DESTCOLOR | WINED3DPBLENDCAPS_INVDESTALPHA | WINED3DPBLENDCAPS_INVDESTCOLOR | WINED3DPBLENDCAPS_INVSRCALPHA | WINED3DPBLENDCAPS_INVSRCCOLOR | WINED3DPBLENDCAPS_ONE | WINED3DPBLENDCAPS_SRCALPHA | WINED3DPBLENDCAPS_SRCALPHASAT | WINED3DPBLENDCAPS_SRCCOLOR | WINED3DPBLENDCAPS_ZERO; caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA | WINED3DPBLENDCAPS_DESTCOLOR | WINED3DPBLENDCAPS_INVDESTALPHA | WINED3DPBLENDCAPS_INVDESTCOLOR | WINED3DPBLENDCAPS_INVSRCALPHA | WINED3DPBLENDCAPS_INVSRCCOLOR | WINED3DPBLENDCAPS_ONE | WINED3DPBLENDCAPS_SRCALPHA | WINED3DPBLENDCAPS_SRCCOLOR | WINED3DPBLENDCAPS_ZERO; /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor, * according to the glBlendFunc manpage * * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are * legacy settings for srcblend only */ if (gl_info->supported[EXT_BLEND_COLOR]) { caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; } caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS | WINED3DPCMPCAPS_EQUAL | WINED3DPCMPCAPS_GREATER | WINED3DPCMPCAPS_GREATEREQUAL | WINED3DPCMPCAPS_LESS | WINED3DPCMPCAPS_LESSEQUAL | WINED3DPCMPCAPS_NEVER | WINED3DPCMPCAPS_NOTEQUAL; caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB | WINED3DPSHADECAPS_COLORGOURAUDRGB | WINED3DPSHADECAPS_ALPHAFLATBLEND | WINED3DPSHADECAPS_ALPHAGOURAUDBLEND | WINED3DPSHADECAPS_COLORFLATRGB | WINED3DPSHADECAPS_FOGFLAT | WINED3DPSHADECAPS_FOGGOURAUD | WINED3DPSHADECAPS_SPECULARFLATRGB; caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA | WINED3DPTEXTURECAPS_ALPHAPALETTE | WINED3DPTEXTURECAPS_TRANSPARENCY | WINED3DPTEXTURECAPS_BORDER | WINED3DPTEXTURECAPS_MIPMAP | WINED3DPTEXTURECAPS_PROJECTED | WINED3DPTEXTURECAPS_PERSPECTIVE; if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 | WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL; } if (gl_info->supported[EXT_TEXTURE3D]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP | WINED3DPTEXTURECAPS_MIPVOLUMEMAP; if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2; } } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP | WINED3DPTEXTURECAPS_MIPCUBEMAP; if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2; } } caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR | WINED3DPTFILTERCAPS_MAGFPOINT | WINED3DPTFILTERCAPS_MINFLINEAR | WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MIPFLINEAR | WINED3DPTFILTERCAPS_MIPFPOINT | WINED3DPTFILTERCAPS_LINEAR | WINED3DPTFILTERCAPS_LINEARMIPLINEAR | WINED3DPTFILTERCAPS_LINEARMIPNEAREST | WINED3DPTFILTERCAPS_MIPLINEAR | WINED3DPTFILTERCAPS_MIPNEAREST | WINED3DPTFILTERCAPS_NEAREST; if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC | WINED3DPTFILTERCAPS_MINFANISOTROPIC; } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { 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[EXT_TEXTURE_FILTER_ANISOTROPIC]) { caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC | WINED3DPTFILTERCAPS_MINFANISOTROPIC; } } else { caps->CubeTextureFilterCaps = 0; } if (gl_info->supported[EXT_TEXTURE3D]) { 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; } else { caps->VolumeTextureFilterCaps = 0; } caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV | WINED3DPTADDRESSCAPS_CLAMP | WINED3DPTADDRESSCAPS_WRAP; 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[ATI_TEXTURE_MIRROR_ONCE]) { caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE; } if (gl_info->supported[EXT_TEXTURE3D]) { 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[ATI_TEXTURE_MIRROR_ONCE]) { caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE; } } else { caps->VolumeTextureAddressCaps = 0; } caps->LineCaps = WINED3DLINECAPS_TEXTURE | WINED3DLINECAPS_ZTEST | WINED3DLINECAPS_BLEND | WINED3DLINECAPS_ALPHACMP | WINED3DLINECAPS_FOG; /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different * idea how generating the smoothing alpha values works; the result is different */ caps->MaxTextureWidth = gl_info->limits.texture_size; caps->MaxTextureHeight = gl_info->limits.texture_size; if (gl_info->supported[EXT_TEXTURE3D]) caps->MaxVolumeExtent = gl_info->limits.texture3d_size; else caps->MaxVolumeExtent = 0; caps->MaxTextureRepeat = 32768; caps->MaxTextureAspectRatio = gl_info->limits.texture_size; caps->MaxVertexW = 1.0f; caps->GuardBandLeft = 0.0f; caps->GuardBandTop = 0.0f; caps->GuardBandRight = 0.0f; caps->GuardBandBottom = 0.0f; caps->ExtentsAdjust = 0.0f; caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT | WINED3DSTENCILCAPS_INCRSAT | WINED3DSTENCILCAPS_INVERT | WINED3DSTENCILCAPS_KEEP | WINED3DSTENCILCAPS_REPLACE | WINED3DSTENCILCAPS_ZERO; if (gl_info->supported[EXT_STENCIL_WRAP]) { caps->StencilCaps |= WINED3DSTENCILCAPS_DECR | WINED3DSTENCILCAPS_INCR; } if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL]) { caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED; } caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */ caps->MaxUserClipPlanes = gl_info->limits.clipplanes; caps->MaxActiveLights = gl_info->limits.lights; caps->MaxVertexBlendMatrices = gl_info->limits.blends; caps->MaxVertexBlendMatrixIndex = 0; caps->MaxAnisotropy = gl_info->limits.anisotropy; caps->MaxPointSize = gl_info->limits.pointsize_max; /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */ caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS | WINED3DVTXPCAPS_MATERIALSOURCE7 | WINED3DVTXPCAPS_POSITIONALLIGHTS | WINED3DVTXPCAPS_LOCALVIEWER | WINED3DVTXPCAPS_VERTEXFOG | WINED3DVTXPCAPS_TEXGEN; caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */ caps->MaxVertexIndex = 0xFFFFF; caps->MaxStreams = MAX_STREAMS; caps->MaxStreamStride = 1024; /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */ caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET | WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET; caps->MaxNpatchTessellationLevel = 0; caps->MasterAdapterOrdinal = 0; caps->AdapterOrdinalInGroup = 0; caps->NumberOfAdaptersInGroup = 1; caps->NumSimultaneousRTs = gl_info->limits.buffers; caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT | WINED3DPTFILTERCAPS_MINFLINEAR | WINED3DPTFILTERCAPS_MAGFLINEAR; caps->VertexTextureFilterCaps = 0; adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps); /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */ caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps; /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled. * Ignore shader model capabilities if disabled in config */ if (vs_selected_mode == SHADER_NONE) { TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n"); caps->VertexShaderVersion = WINED3DVS_VERSION(0,0); caps->MaxVertexShaderConst = 0; } else { caps->VertexShaderVersion = shader_caps.VertexShaderVersion; caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst; } if (ps_selected_mode == SHADER_NONE) { TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n"); caps->PixelShaderVersion = WINED3DPS_VERSION(0,0); caps->PixelShader1xMaxValue = 0.0f; } else { caps->PixelShaderVersion = shader_caps.PixelShaderVersion; caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue; } caps->TextureOpCaps = fragment_caps.TextureOpCaps; caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages; caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures; /* The following caps are shader specific, but they are things we cannot detect, or which * are the same among all shader models. So to avoid code duplication set the shader version * specific, but otherwise constant caps here */ if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) { /* Where possible set the caps based on OpenGL extensions and if they * aren't set (in case of software rendering) use the VS 3.0 from * MSDN or else if there's OpenGL spec use a hardcoded value minimum * VS3.0 value. */ caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */ caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps); /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */ caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH; caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */ caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions); } else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) { caps->VS20Caps.Caps = 0; caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH; caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps); caps->VS20Caps.StaticFlowControlDepth = 1; caps->MaxVShaderInstructionsExecuted = 65535; caps->MaxVertexShader30InstructionSlots = 0; } else { /* VS 1.x */ caps->VS20Caps.Caps = 0; caps->VS20Caps.DynamicFlowControlDepth = 0; caps->VS20Caps.NumTemps = 0; caps->VS20Caps.StaticFlowControlDepth = 0; caps->MaxVShaderInstructionsExecuted = 0; caps->MaxVertexShader30InstructionSlots = 0; } if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) { /* Where possible set the caps based on OpenGL extensions and if they * aren't set (in case of software rendering) use the PS 3.0 from * MSDN or else if there's OpenGL spec use a hardcoded value minimum * PS 3.0 value. */ /* Caps is more or less undocumented on MSDN but it appears to be * used for PS20Caps based on results from R9600/FX5900/Geforce6800 * cards from Windows */ caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE | WINED3DPS20CAPS_GRADIENTINSTRUCTIONS | WINED3DPS20CAPS_PREDICATION | WINED3DPS20CAPS_NODEPENDENTREADLIMIT | WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */ caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps); /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */ caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */ caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; caps->MaxPShaderInstructionsExecuted = 65535; caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.limits.arb_ps_instructions); } else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) { /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */ caps->PS20Caps.Caps = 0; caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */ caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps); caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */ /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */ caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */ caps->MaxPixelShader30InstructionSlots = 0; } else /* PS 1.x */ { caps->PS20Caps.Caps = 0; caps->PS20Caps.DynamicFlowControlDepth = 0; caps->PS20Caps.NumTemps = 0; caps->PS20Caps.StaticFlowControlDepth = 0; caps->PS20Caps.NumInstructionSlots = 0; caps->MaxPShaderInstructionsExecuted = 0; caps->MaxPixelShader30InstructionSlots = 0; } if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) { /* OpenGL supports all the formats below, perhaps not always * without conversion, but it supports them. * Further GLSL doesn't seem to have an official unsigned type so * don't advertise it yet as I'm not sure how we handle it. * We might need to add some clamping in the shader engine to * support it. * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */ caps->DeclTypes = WINED3DDTCAPS_UBYTE4 | WINED3DDTCAPS_UBYTE4N | WINED3DDTCAPS_SHORT2N | WINED3DDTCAPS_SHORT4N; if (gl_info->supported[ARB_HALF_FLOAT_VERTEX]) { caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 | WINED3DDTCAPS_FLOAT16_4; } } else { caps->DeclTypes = 0; } /* Set DirectDraw helper Caps */ ckey_caps = WINEDDCKEYCAPS_DESTBLT | WINEDDCKEYCAPS_SRCBLT; fx_caps = WINEDDFXCAPS_BLTALPHA | WINEDDFXCAPS_BLTMIRRORLEFTRIGHT | WINEDDFXCAPS_BLTMIRRORUPDOWN | WINEDDFXCAPS_BLTROTATION90 | WINEDDFXCAPS_BLTSHRINKX | WINEDDFXCAPS_BLTSHRINKXN | WINEDDFXCAPS_BLTSHRINKY | WINEDDFXCAPS_BLTSHRINKXN | WINEDDFXCAPS_BLTSTRETCHX | WINEDDFXCAPS_BLTSTRETCHXN | WINEDDFXCAPS_BLTSTRETCHY | WINEDDFXCAPS_BLTSTRETCHYN; blit_caps = WINEDDCAPS_BLT | WINEDDCAPS_BLTCOLORFILL | WINEDDCAPS_BLTDEPTHFILL | WINEDDCAPS_BLTSTRETCH | WINEDDCAPS_CANBLTSYSMEM | WINEDDCAPS_CANCLIP | WINEDDCAPS_CANCLIPSTRETCHED | WINEDDCAPS_COLORKEY | WINEDDCAPS_COLORKEYHWASSIST | WINEDDCAPS_ALIGNBOUNDARYSRC; pal_caps = WINEDDPCAPS_8BIT | WINEDDPCAPS_PRIMARYSURFACE; /* Fill the ddraw caps structure */ caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI | WINEDDCAPS_PALETTE | blit_caps; caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED | WINEDDCAPS2_NOPAGELOCKREQUIRED | WINEDDCAPS2_PRIMARYGAMMA | WINEDDCAPS2_WIDESURFACES | WINEDDCAPS2_CANRENDERWINDOWED; caps->DirectDrawCaps.CKeyCaps = ckey_caps; caps->DirectDrawCaps.FXCaps = fx_caps; caps->DirectDrawCaps.PalCaps = pal_caps; caps->DirectDrawCaps.SVBCaps = blit_caps; caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps; caps->DirectDrawCaps.SVBFXCaps = fx_caps; caps->DirectDrawCaps.VSBCaps = blit_caps; caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps; caps->DirectDrawCaps.VSBFXCaps = fx_caps; caps->DirectDrawCaps.SSBCaps = blit_caps; caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps; caps->DirectDrawCaps.SSBFXCaps = fx_caps; caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA | WINEDDSCAPS_BACKBUFFER | WINEDDSCAPS_FLIP | WINEDDSCAPS_FRONTBUFFER | WINEDDSCAPS_OFFSCREENPLAIN | WINEDDSCAPS_PALETTE | WINEDDSCAPS_PRIMARYSURFACE | WINEDDSCAPS_SYSTEMMEMORY | WINEDDSCAPS_VIDEOMEMORY | WINEDDSCAPS_VISIBLE; caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT; /* Set D3D caps if OpenGL is available. */ if (adapter->opengl) { caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE | WINEDDSCAPS_MIPMAP | WINEDDSCAPS_TEXTURE | WINEDDSCAPS_ZBUFFER; caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D; } return WINED3D_OK; } HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device) { IWineD3DDeviceImpl *object; HRESULT hr; TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n", wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device); /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter * number and create a device without a 3D adapter for 2D only operation. */ if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate device memory.\n"); return E_OUTOFMEMORY; } hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent); if (FAILED(hr)) { WARN("Failed to initialize device, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created device %p.\n", object); *device = (IWineD3DDevice *)object; IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device); return WINED3D_OK; } void * CDECL wined3d_get_parent(const struct wined3d *wined3d) { TRACE("wined3d %p.\n", wined3d); return wined3d->parent; } 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(); } /* Helper functions for providing vertex data to opengl. The arrays are initialized based on * the extension detection and are used in drawStridedSlow */ static void WINE_GLAPI position_d3dcolor(const void *data) { DWORD pos = *((const DWORD *)data); FIXME("Add a test for fixed function position from d3dcolor type\n"); 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 GLfloat *pos = data; if (pos[3] != 0.0f && pos[3] != 1.0f) { float w = 1.0f / pos[3]; glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w); } else { glVertex3fv(pos); } } static void WINE_GLAPI diffuse_d3dcolor(const void *data) { DWORD diffuseColor = *((const DWORD *)data); 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) { DWORD specularColor = *((const DWORD *)data); GLbyte d[] = {D3DCOLOR_B_R(specularColor), D3DCOLOR_B_G(specularColor), D3DCOLOR_B_B(specularColor)}; specular_func_3ubv(d); } static void WINE_GLAPI warn_no_specular_func(const void *data) { WARN("GL_EXT_secondary_color not supported\n"); } static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info) { position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv; position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4; position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor; position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func; position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv; position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func; position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func; position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func; position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func; position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func; position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv; diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv; diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor; diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv; diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv; diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv; diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; /* No 4 component entry points here */ specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; if (gl_info->supported[EXT_SECONDARY_COLOR]) { specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT); } else { specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func; } specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func; if (gl_info->supported[EXT_SECONDARY_COLOR]) { specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT); specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor; } else { specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func; } specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_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. */ normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv; normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */ normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB); multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB); multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB); multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB); multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB); multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB); multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func; if (gl_info->supported[NV_HALF_FLOAT]) { /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */ multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV); multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV); } else { multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func; multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func; } } /* Do not call while under the GL lock. */ static BOOL InitAdapters(struct wined3d *wined3d) { static HMODULE mod_gl; BOOL ret; int ps_selected_mode, vs_selected_mode; /* No need to hold any lock. The calling library makes sure only one thread calls * wined3d simultaneously */ TRACE("Initializing adapters\n"); if(!mod_gl) { #ifdef USE_WIN32_OPENGL #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn); mod_gl = LoadLibraryA("opengl32.dll"); if(!mod_gl) { ERR("Can't load opengl32.dll!\n"); goto nogl_adapter; } #else #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn); /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */ mod_gl = GetModuleHandleA("gdi32.dll"); #endif } /* Load WGL core functions from opengl32.dll */ #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn); WGL_FUNCS_GEN; #undef USE_WGL_FUNC if(!pwglGetProcAddress) { ERR("Unable to load wglGetProcAddress!\n"); goto nogl_adapter; } /* Dynamically load all GL core functions */ GL_FUNCS_GEN; #undef USE_GL_FUNC /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl * otherwise because we have to use winex11.drv's override */ #ifdef USE_WIN32_OPENGL wglFinish = (void*)GetProcAddress(mod_gl, "glFinish"); wglFlush = (void*)GetProcAddress(mod_gl, "glFlush"); #else wglFinish = (void*)pwglGetProcAddress("wglFinish"); wglFlush = (void*)pwglGetProcAddress("wglFlush"); #endif glEnableWINE = glEnable; glDisableWINE = glDisable; /* For now only one default adapter */ { struct wined3d_adapter *adapter = &wined3d->adapters[0]; const struct wined3d_gl_info *gl_info = &adapter->gl_info; struct wined3d_fake_gl_ctx fake_gl_ctx = {0}; int iPixelFormat; int res; int i; WineD3D_PixelFormat *cfgs; DISPLAY_DEVICEW DisplayDevice; HDC hdc; TRACE("Initializing default adapter\n"); adapter->ordinal = 0; adapter->monitorPoint.x = -1; adapter->monitorPoint.y = -1; if (!AllocateLocallyUniqueId(&adapter->luid)) { DWORD err = GetLastError(); ERR("Failed to set adapter LUID (%#x).\n", err); goto nogl_adapter; } TRACE("Allocated LUID %08x:%08x for adapter.\n", adapter->luid.HighPart, adapter->luid.LowPart); if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx)) { ERR("Failed to get a gl context for default adapter\n"); goto nogl_adapter; } ret = IWineD3DImpl_FillGLCaps(adapter); if(!ret) { ERR("Failed to initialize gl caps for default adapter\n"); WineD3D_ReleaseFakeGLContext(&fake_gl_ctx); goto nogl_adapter; } ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor); if(!ret) { ERR("Failed to init gl formats\n"); WineD3D_ReleaseFakeGLContext(&fake_gl_ctx); goto nogl_adapter; } hdc = fake_gl_ctx.dc; adapter->TextureRam = adapter->driver_info.vidmem; adapter->UsedTextureRam = 0; TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024)); /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */ DisplayDevice.cb = sizeof(DisplayDevice); EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0); TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName)); strcpyW(adapter->DeviceName, DisplayDevice.DeviceName); if (gl_info->supported[WGL_ARB_PIXEL_FORMAT]) { int attribute; int attribs[11]; int values[11]; int nAttribs = 0; attribute = WGL_NUMBER_PIXEL_FORMATS_ARB; GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs)); adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat)); cfgs = adapter->cfgs; attribs[nAttribs++] = WGL_RED_BITS_ARB; attribs[nAttribs++] = WGL_GREEN_BITS_ARB; attribs[nAttribs++] = WGL_BLUE_BITS_ARB; attribs[nAttribs++] = WGL_ALPHA_BITS_ARB; attribs[nAttribs++] = WGL_COLOR_BITS_ARB; attribs[nAttribs++] = WGL_DEPTH_BITS_ARB; attribs[nAttribs++] = WGL_STENCIL_BITS_ARB; attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB; attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB; attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB; attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB; for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat) { res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values)); if(!res) continue; /* Cache the pixel format */ cfgs->iPixelFormat = iPixelFormat; cfgs->redSize = values[0]; cfgs->greenSize = values[1]; cfgs->blueSize = values[2]; cfgs->alphaSize = values[3]; cfgs->colorSize = values[4]; cfgs->depthSize = values[5]; cfgs->stencilSize = values[6]; cfgs->windowDrawable = values[7]; cfgs->iPixelType = values[8]; cfgs->doubleBuffer = values[9]; cfgs->auxBuffers = values[10]; cfgs->numSamples = 0; /* Check multisample support */ if (gl_info->supported[ARB_MULTISAMPLE]) { int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB}; int value[2]; if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) { /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported. * value[1] = number of multi sample buffers*/ if(value[0]) cfgs->numSamples = value[1]; } } TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, " "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable); cfgs++; } } else { int nCfgs = DescribePixelFormat(hdc, 0, 0, 0); adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat)); adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */ cfgs = adapter->cfgs; for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++) { PIXELFORMATDESCRIPTOR ppfd; res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd); if(!res) continue; /* We only want HW acceleration using an OpenGL ICD driver. * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl) */ if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED)) { TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat); continue; } cfgs->iPixelFormat = iPixelFormat; cfgs->redSize = ppfd.cRedBits; cfgs->greenSize = ppfd.cGreenBits; cfgs->blueSize = ppfd.cBlueBits; cfgs->alphaSize = ppfd.cAlphaBits; cfgs->colorSize = ppfd.cColorBits; cfgs->depthSize = ppfd.cDepthBits; cfgs->stencilSize = ppfd.cStencilBits; cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0; cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB; cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0; cfgs->auxBuffers = ppfd.cAuxBuffers; cfgs->numSamples = 0; TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, " "depth=%d, stencil=%d, windowDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable); cfgs++; adapter->nCfgs++; } /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */ if(!adapter->nCfgs) { ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n"); WineD3D_ReleaseFakeGLContext(&fake_gl_ctx); HeapFree(GetProcessHeap(), 0, adapter->cfgs); goto nogl_adapter; } } /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware * but just fake it using D24(X8?) which is fine. D3D also allows that. * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the * driver is allowed to consume more bits EXCEPT for stencil bits. * * Mark an adapter with this broken stencil behavior. */ adapter->brokenStencil = TRUE; for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i) { /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */ if(cfgs[i].depthSize && !cfgs[i].stencilSize) { adapter->brokenStencil = FALSE; break; } } WineD3D_ReleaseFakeGLContext(&fake_gl_ctx); select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); fillGLAttribFuncs(&adapter->gl_info); adapter->opengl = TRUE; } wined3d->adapter_count = 1; TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count); return TRUE; nogl_adapter: /* Initialize an adapter for ddraw-only memory counting */ memset(wined3d->adapters, 0, sizeof(wined3d->adapters)); wined3d->adapters[0].ordinal = 0; wined3d->adapters[0].opengl = FALSE; wined3d->adapters[0].monitorPoint.x = -1; wined3d->adapters[0].monitorPoint.y = -1; wined3d->adapters[0].driver_info.name = "Display"; wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation"; if (wined3d_settings.emulated_textureram) wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram; else wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */ initPixelFormatsNoGL(&wined3d->adapters[0].gl_info); wined3d->adapter_count = 1; return FALSE; } static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {} const struct wined3d_parent_ops wined3d_null_parent_ops = { wined3d_null_wined3d_object_destroyed, }; /* Do not call while under the GL lock. */ HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent) { wined3d->dxVersion = version; wined3d->ref = 1; wined3d->parent = parent; if (!InitAdapters(wined3d)) { WARN("Failed to initialize adapters.\n"); if (version > 7) { MESSAGE("Direct3D%u is not available without OpenGL.\n", version); return E_FAIL; } } return WINED3D_OK; }