/* * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009-2011 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 "wine/port.h" #include #include "wined3d_private.h" #include "winternl.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); WINE_DECLARE_DEBUG_CHANNEL(winediag); #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024) #define DEFAULT_REFRESH_RATE 0 /* The driver names reflect the lowest GPU supported * by a certain driver, so DRIVER_AMD_R300 supports * R3xx, R4xx and R5xx GPUs. */ enum wined3d_display_driver { DRIVER_AMD_RAGE_128PRO, DRIVER_AMD_R100, DRIVER_AMD_R300, DRIVER_AMD_R600, DRIVER_INTEL_GMA800, DRIVER_INTEL_GMA900, DRIVER_INTEL_GMA950, DRIVER_INTEL_GMA3000, DRIVER_NVIDIA_TNT, DRIVER_NVIDIA_GEFORCE2MX, DRIVER_NVIDIA_GEFORCEFX, DRIVER_NVIDIA_GEFORCE6, DRIVER_NVIDIA_GEFORCE8, DRIVER_VMWARE, DRIVER_UNKNOWN }; enum wined3d_driver_model { DRIVER_MODEL_WIN9X, DRIVER_MODEL_NT40, DRIVER_MODEL_NT5X, DRIVER_MODEL_NT6X }; enum wined3d_gl_vendor { GL_VENDOR_UNKNOWN, GL_VENDOR_APPLE, GL_VENDOR_FGLRX, GL_VENDOR_MESA, GL_VENDOR_NVIDIA, }; enum wined3d_d3d_level { WINED3D_D3D_LEVEL_5, WINED3D_D3D_LEVEL_6, WINED3D_D3D_LEVEL_7, WINED3D_D3D_LEVEL_8, WINED3D_D3D_LEVEL_9_SM2, WINED3D_D3D_LEVEL_9_SM3, WINED3D_D3D_LEVEL_10, WINED3D_D3D_LEVEL_11, WINED3D_D3D_LEVEL_COUNT }; /* The d3d device ID */ static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } }; /* Extension detection */ struct wined3d_extension_map { const char *extension_string; enum wined3d_gl_extension extension; }; static const struct wined3d_extension_map gl_extension_map[] = { /* APPLE */ {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE }, {"GL_APPLE_fence", APPLE_FENCE }, {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS }, {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE }, {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 }, /* ARB */ {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED }, {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT }, {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT }, {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT }, {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE }, {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS }, {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX }, {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED }, {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM }, {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER }, {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT }, {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB }, {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 }, {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL }, {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX }, {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS, }, {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2, }, {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT }, {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE }, {"GL_ARB_multisample", ARB_MULTISAMPLE }, {"GL_ARB_multitexture", ARB_MULTITEXTURE }, {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY }, {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT }, {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS }, {"GL_ARB_point_sprite", ARB_POINT_SPRITE }, {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX }, {"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS }, {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING }, {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD }, {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 }, {"GL_ARB_shadow", ARB_SHADOW }, {"GL_ARB_sync", ARB_SYNC }, {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP }, {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION }, {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC }, {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP }, {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE }, {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 }, {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT }, {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT }, {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE}, {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO }, {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE }, {"GL_ARB_texture_rg", ARB_TEXTURE_RG }, {"GL_ARB_timer_query", ARB_TIMER_QUERY }, {"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT }, {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA }, {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND }, {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT }, {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM }, {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER }, /* ATI */ {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER }, {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL }, {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC }, {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 }, {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE }, /* EXT */ {"GL_EXT_blend_color", EXT_BLEND_COLOR }, {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE }, {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE }, {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX }, {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT }, {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST }, {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 }, {"GL_EXT_fog_coord", EXT_FOG_COORD }, {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT }, {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE }, {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT }, {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS }, {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 }, {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL }, {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS }, {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX }, {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR }, {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE }, {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP }, {"GL_EXT_texture3D", EXT_TEXTURE3D }, {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC }, {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC }, {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE }, {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 }, {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC}, {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS }, {"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP }, {"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM }, {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB }, {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE }, {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA }, /* NV */ {"GL_NV_fence", NV_FENCE }, {"GL_NV_fog_distance", NV_FOG_DISTANCE }, {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM }, {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 }, {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION }, {"GL_NV_half_float", NV_HALF_FLOAT }, {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT }, {"GL_NV_point_sprite", NV_POINT_SPRITE }, {"GL_NV_register_combiners", NV_REGISTER_COMBINERS }, {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 }, {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION }, {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 }, {"GL_NV_texture_shader", NV_TEXTURE_SHADER }, {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 }, {"GL_NV_vertex_program", NV_VERTEX_PROGRAM }, {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 }, {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 }, {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION }, {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 }, /* SGI */ {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP }, }; static const struct wined3d_extension_map wgl_extension_map[] = { {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT }, {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL }, {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH}, }; /********************************************************** * 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 GLenum magLookup[] = { /* NONE POINT LINEAR */ GL_NEAREST, GL_NEAREST, GL_LINEAR, }; struct wined3d_caps_gl_ctx { HDC dc; HWND wnd; HGLRC gl_ctx; HDC restore_dc; HGLRC restore_gl_ctx; }; static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx) { TRACE("Destroying caps GL context.\n"); if (!wglMakeCurrent(NULL, NULL)) ERR("Failed to disable caps GL context.\n"); if (!wglDeleteContext(ctx->gl_ctx)) { DWORD err = GetLastError(); ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err); } wined3d_release_dc(ctx->wnd, ctx->dc); DestroyWindow(ctx->wnd); if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx)) ERR("Failed to restore previous GL context.\n"); } static void wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx, struct wined3d_gl_info *gl_info, const GLint *ctx_attribs) { HGLRC new_ctx; if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB"))) return; if (!(new_ctx = gl_info->p_wglCreateContextAttribsARB(caps_gl_ctx->dc, NULL, ctx_attribs))) { ERR("Failed to create a context using wglCreateContextAttribsARB(), last error %#x.\n", GetLastError()); gl_info->p_wglCreateContextAttribsARB = NULL; return; } if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx)) { ERR("Failed to make new context current, last error %#x.\n", GetLastError()); if (!wglDeleteContext(new_ctx)) ERR("Failed to delete new context, last error %#x.\n", GetLastError()); gl_info->p_wglCreateContextAttribsARB = NULL; return; } if (!wglDeleteContext(caps_gl_ctx->gl_ctx)) ERR("Failed to delete old context, last error %#x.\n", GetLastError()); caps_gl_ctx->gl_ctx = new_ctx; } static BOOL wined3d_caps_gl_ctx_create(struct wined3d_caps_gl_ctx *ctx) { PIXELFORMATDESCRIPTOR pfd; int iPixelFormat; TRACE("getting context...\n"); ctx->restore_dc = wglGetCurrentDC(); ctx->restore_gl_ctx = wglGetCurrentContext(); /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */ ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL); if (!ctx->wnd) { ERR("Failed to create a window.\n"); goto fail; } ctx->dc = GetDC(ctx->wnd); if (!ctx->dc) { ERR("Failed to get a DC.\n"); goto fail; } /* PixelFormat selection */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */ pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; pfd.iLayerType = PFD_MAIN_PLANE; if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd))) { /* If this happens something is very wrong as ChoosePixelFormat barely fails. */ ERR("Failed to find a suitable pixel format.\n"); goto fail; } DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd); SetPixelFormat(ctx->dc, iPixelFormat, &pfd); /* Create a GL context. */ if (!(ctx->gl_ctx = wglCreateContext(ctx->dc))) { WARN("Failed to create default context for capabilities initialization.\n"); goto fail; } /* Make it the current GL context. */ if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx)) { ERR("Failed to make caps GL context current.\n"); goto fail; } return TRUE; fail: if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx); ctx->gl_ctx = NULL; if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc); ctx->dc = NULL; if (ctx->wnd) DestroyWindow(ctx->wnd); ctx->wnd = NULL; if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx)) ERR("Failed to restore previous GL context.\n"); return FALSE; } /* Adjust the amount of used texture memory */ UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) { adapter->vram_bytes_used += amount; TRACE("Adjusted used adapter memory by 0x%s to 0x%s.\n", wine_dbgstr_longlong(amount), wine_dbgstr_longlong(adapter->vram_bytes_used)); return adapter->vram_bytes_used; } 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; } /* Context activation is done by the caller. */ static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info) { GLuint prog; BOOL ret = FALSE; static const char testcode[] = "!!ARBvp1.0\n" "PARAM C[66] = { program.env[0..65] };\n" "ADDRESS A0;" "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n" "ARL A0.x, zero.x;\n" "MOV result.position, C[A0.x + 65];\n" "END\n"; while (gl_info->gl_ops.gl.p_glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create an ARB offset limit test program\n"); } GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(testcode), testcode)); if (gl_info->gl_ops.gl.p_glGetError()) { TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n"); TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; } else TRACE("OpenGL implementation allows offsets > 63\n"); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("ARB vp offset limit test cleanup"); return ret; } static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, 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; while (gl_info->gl_ops.gl.p_glGetError()); gl_info->gl_ops.gl.p_glGenTextures(1, &texture); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); checkGLcall("Specifying the PBO test texture"); GL_EXTCALL(glGenBuffers(1, &pbo)); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo)); GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW)); checkGLcall("Specifying the PBO test pbo"); gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); checkGLcall("Loading the PBO test texture"); GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */ memset(check, 0, sizeof(check)); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check); checkGLcall("Reading back the PBO test texture"); gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture); GL_EXTCALL(glDeleteBuffers(1, &pbo)); checkGLcall("PBO test cleanup"); if (memcmp(check, pattern, sizeof(check))) { WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n" "Disabling PBOs. This may result in slower performance.\n"); gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE; } else { TRACE("PBO test successful.\n"); } } static BOOL match_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_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 it's not going to hurt us because the dx9 limit is * hardcoded * * dx10 cards usually have 64 varyings */ return gl_info->limits.glsl_varyings > 44; } static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device); } /* A GL context is provided by the caller */ static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, 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; while (gl_info->gl_ops.gl.p_glGetError()); GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data); error = gl_info->gl_ops.gl.p_glGetError(); if (error == GL_NO_ERROR) { TRACE("GL Implementation accepts 4 component specular color pointers\n"); return TRUE; } else { TRACE("GL implementation does not accept 4 component specular colors, error %s\n", debug_glerror(error)); return FALSE; } } /* A GL context is provided by the caller */ static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { GLuint prog; BOOL ret = FALSE; GLint pos; static const char testcode[] = "!!ARBvp1.0\n" "OPTION NV_vertex_program2;\n" "MOV result.clip[0], 0.0;\n" "MOV result.position, 0.0;\n" "END\n"; if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE; while (gl_info->gl_ops.gl.p_glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create the NVvp clip test program\n"); return FALSE; } GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(testcode), testcode)); gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); if(pos != -1) { WARN("GL_NV_vertex_program2_option result.clip[] test failed\n"); TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; while (gl_info->gl_ops.gl.p_glGetError()); } else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n"); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup"); return ret; } /* Context activation is done by the caller. */ static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { char data[4 * 4 * 4]; GLuint tex, fbo; GLenum status; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE; memset(data, 0xcc, sizeof(data)); gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); checkGLcall("glTexImage2D"); gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); checkGLcall("glFramebufferTexture2D"); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status); checkGLcall("glCheckFramebufferStatus"); memset(data, 0x11, sizeof(data)); gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glTexSubImage2D"); gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f); gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT); checkGLcall("glClear"); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glGetTexImage"); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); checkGLcall("glBindTexture"); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); checkGLcall("glDeleteTextures"); return *(DWORD *)data == 0x11111111; } /* Context activation is done by the caller. */ static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards. * This leads to graphical bugs in Half Life 2 and Unreal engine games. */ GLuint tex; GLint size; gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL); checkGLcall("glTexImage2D"); gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size); checkGLcall("glGetTexLevelParameteriv"); TRACE("Real color depth is %d\n", size); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); checkGLcall("glBindTexture"); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); checkGLcall("glDeleteTextures"); return size < 16; } static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { return gl_vendor == GL_VENDOR_FGLRX; } static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { if (card_vendor != HW_VENDOR_AMD) return FALSE; if (device == CARD_AMD_RADEON_8500) return TRUE; return FALSE; } static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { DWORD data[4]; GLuint tex, fbo; GLenum status; float color[4] = {0.0f, 1.0f, 0.0f, 0.0f}; GLuint prog; GLint err_pos; static const char program_code[] = "!!ARBfp1.0\n" "OPTION ARB_fog_linear;\n" "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n" "END\n"; if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE; if (!gl_info->supported[ARB_FRAGMENT_PROGRAM]) return FALSE; gl_info->gl_ops.gl.p_glGenTextures(1, &tex); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); checkGLcall("glTexImage2D"); gl_info->fbo_ops.glGenFramebuffers(1, &fbo); gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); checkGLcall("glFramebufferTexture2D"); status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status); checkGLcall("glCheckFramebufferStatus"); gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT); checkGLcall("glClear"); gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1); checkGLcall("glViewport"); gl_info->gl_ops.gl.p_glEnable(GL_FOG); gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f); gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f); gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR); gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST); gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color); checkGLcall("fog setup"); GL_EXTCALL(glGenProgramsARB(1, &prog)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program_code), program_code)); gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("Test fragment program setup"); gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos); if (err_pos != -1) { const char *error_str; error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB); FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str)); } gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f); gl_info->gl_ops.gl.p_glEnd(); checkGLcall("ARBfp fog test draw"); gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glGetTexImage"); data[0] &= 0x00ffffff; data[1] &= 0x00ffffff; data[2] &= 0x00ffffff; data[3] &= 0x00ffffff; gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex); gl_info->gl_ops.gl.p_glDisable(GL_FOG); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)); gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("ARBfp fog test teardown"); TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]); return data[0] != 0x00ff0000 || data[3] != 0x0000ff00; } static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info) { /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms. * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should * allow 48 different offsets or other helper immediate values. */ TRACE("Reserving 12 GLSL constants for compiler private use.\n"); gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12); } static void quirk_amd_dx9(struct wined3d_gl_info *gl_info) { /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL). * If real NP2 textures are used, the driver falls back to software. We could just remove the * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient * 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; } } 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 re-enable ARB_tex_rect (which was previously disabled * in wined3d_adapter_init_gl_caps). * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer * post-processing effects in the game "Max Payne 2"). * The behaviour can be verified through a simple test app attached in bugreport #14724. */ TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n"); gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE; gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE; } static void quirk_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_disable_nvvp_clip(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN; } static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE; } static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16; } static void quirk_infolog_spam(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM; } static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info) { /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few selected texture formats. They are apparently the only DX9 class GPUs supporting VTF. Also, DX9-era GPUs are somewhat limited with float textures filtering and blending. */ gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING; } static void quirk_r200_constants(struct wined3d_gl_info *gl_info) { /* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on) * loads some fog parameters (start, end, exponent, but not the color) into the * program. * * Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0, * and it is the responsibility of the vertex pipeline to handle non-linear fog and * linear fog with start and end other than 0.0 and 1.0. */ TRACE("Reserving 1 ARB constant for compiler private use.\n"); gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1); } static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG; } 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 normalized texrect quirk" }, { 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_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" }, { match_broken_nv_clip, quirk_disable_nvvp_clip, "Apple NV_vertex_program clip bug quirk" }, { match_fbo_tex_update, quirk_fbo_tex_update, "FBO rebind for attachment updates" }, { match_broken_rgba16, quirk_broken_rgba16, "True RGBA16 is not available" }, { match_fglrx, quirk_infolog_spam, "Not printing GLSL infolog" }, { match_not_dx10_capable, quirk_limited_tex_filtering, "Texture filtering, blending and VTF support is limited" }, { match_r200, quirk_r200_constants, "r200 vertex shader constants" }, { match_broken_arb_fog, quirk_broken_arb_fog, "ARBfp fogstart == fogend workaround" }, }; /* 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", 17, 10, 1280}, {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 }, {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 17, 10, 1280 }, /* 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 * - Geforce8 and newer is supported by the current 340.52 driver on XP-Win8 * - Geforce6 and 7 support is up to 307.83 on XP-Win8 * - 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", 18, 13, 783}, {DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 4052}, {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 783}, {DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 4052}, /* VMware */ {DRIVER_VMWARE, DRIVER_MODEL_NT5X, "vm3dum.dll", 14, 1, 1134}, }; 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_8200, "NVIDIA GeForce 8200", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE8, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE8, 128 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE8, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE8, 320 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE8, 768 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE8, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9300, "NVIDIA GeForce 9300", DRIVER_NVIDIA_GEFORCE8, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE8, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE8, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE8, 256 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE8, 384 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE8, 896 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_315M, "NVIDIA GeForce 315M", DRIVER_NVIDIA_GEFORCE8, 512 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE8, 256}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_410M, "NVIDIA GeForce 410M", DRIVER_NVIDIA_GEFORCE8, 512}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE8, 768 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE8, 1536}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE8, 1280}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE8, 1536}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE8, 1280}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE8, 1536}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660M, "NVIDIA GeForce GTX 660M", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE8, 3072}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT750M, "NVIDIA GeForce GT 750M", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750, "NVIDIA GeForce GTX 750", DRIVER_NVIDIA_GEFORCE8, 1024}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750TI, "NVIDIA GeForce GTX 750 Ti", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX760, "NVIDIA Geforce GTX 760", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX765M, "NVIDIA GeForce GTX 765M", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE8, 3072}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770, "NVIDIA GeForce GTX 770", DRIVER_NVIDIA_GEFORCE8, 2048}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780, "NVIDIA GeForce GTX 780", DRIVER_NVIDIA_GEFORCE8, 3072}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780TI, "NVIDIA GeForce GTX 780 Ti", DRIVER_NVIDIA_GEFORCE8, 3072}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970, "NVIDIA GeForce GTX 970", DRIVER_NVIDIA_GEFORCE8, 4096}, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970M, "NVIDIA GeForce GTX 970M", DRIVER_NVIDIA_GEFORCE8, 3072}, /* 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_HD4200M, "ATI Mobility Radeon HD 4200", DRIVER_AMD_R600, 256 }, {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_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 }, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", 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}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7660D, "AMD Radeon HD 7660D", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7700, "AMD Radeon HD 7700 Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7800, "AMD Radeon HD 7800 Series", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD8600M, "AMD Radeon HD 8600M Series", DRIVER_AMD_R600, 1024}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD8670, "AMD Radeon HD 8670", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_HD8770, "AMD Radeon HD 8770", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_R3, "AMD Radeon HD 8400 / R3 Series", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_R7, "AMD Radeon(TM) R7 Graphics", DRIVER_AMD_R600, 2048}, {HW_VENDOR_AMD, CARD_AMD_RADEON_R9, "AMD Radeon R9 290", DRIVER_AMD_R600, 4096}, /* VMware */ {HW_VENDOR_VMWARE, CARD_VMWARE_SVGA3D, "VMware SVGA 3D (Microsoft Corporation - WDDM)", DRIVER_VMWARE, 1024}, /* Intel cards */ {HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 }, {HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 }, {HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128}, {HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128}, {HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128}, {HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}, {HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128}, {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}, {HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512}, {HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512}, {HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512}, {HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512}, {HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512}, {HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) Ironlake Desktop", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) Ironlake Mobile", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) Sandybridge Desktop", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) Sandybridge Mobile", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) Sandybridge Server", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) Ivybridge Desktop", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) Ivybridge Mobile", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) Ivybridge Server", DRIVER_INTEL_GMA3000, 1024}, {HW_VENDOR_INTEL, CARD_INTEL_HWM, "Intel(R) Haswell Mobile", DRIVER_INTEL_GMA3000, 1024}, }; 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("Found driver \"%s\", version %u, subversion %u, build %u.\n", entry->driver_name, entry->version, entry->subversion, entry->build); return entry; } } return NULL; } static const struct gpu_description *get_gpu_description(enum wined3d_pci_vendor vendor, enum wined3d_pci_device device) { unsigned int i; for (i = 0; i < (sizeof(gpu_description_table) / sizeof(*gpu_description_table)); ++i) { if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card) return &gpu_description_table[i]; } 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; enum wined3d_display_driver driver; enum wined3d_driver_model driver_model; const struct driver_version_information *version_info; const struct gpu_description *gpu_desc; if (driver_info->vendor != PCI_VENDOR_NONE || driver_info->device != PCI_DEVICE_NONE) { static unsigned int once; TRACE("GPU override %04x:%04x.\n", wined3d_settings.pci_vendor_id, wined3d_settings.pci_device_id); driver_info->vendor = wined3d_settings.pci_vendor_id; if (driver_info->vendor == PCI_VENDOR_NONE) driver_info->vendor = vendor; driver_info->device = wined3d_settings.pci_device_id; if (driver_info->device == PCI_DEVICE_NONE) driver_info->device = device; if (get_gpu_description(driver_info->vendor, driver_info->device)) { vendor = driver_info->vendor; device = driver_info->device; } else if (!once++) ERR_(winediag)("Invalid GPU override %04x:%04x specified, ignoring.\n", driver_info->vendor, driver_info->device); } driver_info->vendor = vendor; driver_info->device = device; 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) { driver_os_version = 8; driver_model = DRIVER_MODEL_NT6X; } else { if (os_version.dwMinorVersion > 2) { FIXME("Unhandled OS version %u.%u, reporting Win 8.\n", os_version.dwMajorVersion, os_version.dwMinorVersion); } driver_os_version = 9; 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; } } if ((gpu_desc = get_gpu_description(driver_info->vendor, driver_info->device))) { driver_info->description = gpu_desc->description; driver_info->vram_bytes = (UINT64)gpu_desc->vidmem * 1024 * 1024; driver = gpu_desc->driver; } else { ERR("Card %04x:%04x not found in driver DB.\n", vendor, device); driver_info->description = "Direct3D HAL"; driver_info->vram_bytes = WINE_DEFAULT_VIDMEM; driver = DRIVER_UNKNOWN; } if (wined3d_settings.emulated_textureram) { TRACE("Overriding amount of video memory with 0x%s bytes.\n", wine_dbgstr_longlong(wined3d_settings.emulated_textureram)); driver_info->vram_bytes = 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. */ if ((version_info = get_driver_version_info(driver, driver_model)) || (version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X))) { 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 { ERR("No driver version info found for device %04x:%04x, driver model %#x.\n", vendor, device, driver_model); 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 */ } TRACE("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("Applying driver quirk \"%s\".\n", quirk_table[i].description); quirk_table[i].apply(gl_info); } /* Find out if PBOs work as they are supposed to. */ test_pbo_functionality(gl_info); } static DWORD wined3d_parse_gl_version(const char *gl_version) { const char *ptr = gl_version; int major, minor; major = atoi(ptr); if (major <= 0) ERR("Invalid OpenGL major version %d.\n", major); while (isdigit(*ptr)) ++ptr; if (*ptr++ != '.') ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version)); minor = atoi(ptr); TRACE("Found OpenGL version %d.%d.\n", major, minor); return MAKEDWORD_VERSION(major, minor); } static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer) { /* 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_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, "Mesa") || strstr(gl_vendor_string, "X.Org") || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.") || strstr(gl_vendor_string, "DRI R300 Project") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.") || strstr(gl_vendor_string, "Intel") || strstr(gl_renderer, "Mesa") || strstr(gl_renderer, "Gallium") || strstr(gl_renderer, "Intel")) return GL_VENDOR_MESA; FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n", debugstr_a(gl_vendor_string)); return GL_VENDOR_UNKNOWN; } static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer) { if (strstr(gl_vendor_string, "NVIDIA") || strstr(gl_vendor_string, "Nouveau") || strstr(gl_vendor_string, "nouveau")) return HW_VENDOR_NVIDIA; if (strstr(gl_vendor_string, "ATI") || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.") || strstr(gl_vendor_string, "X.Org R300 Project") || strstr(gl_renderer, "AMD") || strstr(gl_renderer, "R100") || strstr(gl_renderer, "R200") || strstr(gl_renderer, "R300") || strstr(gl_renderer, "R600") || strstr(gl_renderer, "R700")) return HW_VENDOR_AMD; if (strstr(gl_vendor_string, "Intel(R)") /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */ || strstr(gl_renderer, "Intel") || strstr(gl_renderer, "i915") || strstr(gl_vendor_string, "Intel Inc.")) return HW_VENDOR_INTEL; if (strstr(gl_renderer, "SVGA3D")) return HW_VENDOR_VMWARE; if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "Brian Paul") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.")) return HW_VENDOR_SOFTWARE; FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string)); return HW_VENDOR_NVIDIA; } static enum wined3d_d3d_level d3d_level_from_caps(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version) { if (shader_caps->vs_version >= 5) return WINED3D_D3D_LEVEL_11; if (shader_caps->vs_version == 4) { /* No backed supports SM 5 at the moment */ if (glsl_version >= MAKEDWORD_VERSION(4, 00)) return WINED3D_D3D_LEVEL_11; return WINED3D_D3D_LEVEL_10; } if (shader_caps->vs_version == 3) { /* Wine cannot use SM 4 on mesa drivers as the necessary functionality * is not exposed on compatibility contexts */ if (glsl_version >= MAKEDWORD_VERSION(1, 30)) return WINED3D_D3D_LEVEL_10; return WINED3D_D3D_LEVEL_9_SM3; } if (shader_caps->vs_version == 2) return WINED3D_D3D_LEVEL_9_SM2; if (shader_caps->vs_version == 1) return WINED3D_D3D_LEVEL_8; if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3) return WINED3D_D3D_LEVEL_7; if (fragment_caps->MaxSimultaneousTextures > 1) return WINED3D_D3D_LEVEL_6; return WINED3D_D3D_LEVEL_5; } static const struct wined3d_renderer_table { const char *renderer; enum wined3d_pci_device id; } cards_nvidia_binary[] = { /* Direct 3D 11 */ {"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/ {"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */ {"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */ {"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */ {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */ {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */ {"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */ {"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */ {"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */ {"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */ {"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */ {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */ {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */ {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */ {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */ {"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */ {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */ {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */ {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */ {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */ {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */ {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */ {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */ {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */ {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */ {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */ {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */ {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */ {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */ {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */ {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */ {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */ {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */ {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */ /* Direct 3D 10 */ {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */ {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */ {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */ {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */ {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */ {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */ {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */ {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */ {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */ {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */ {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */ {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */ {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */ {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */ {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */ {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */ {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */ {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */ {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */ {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */ {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */ {"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 */ {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */ {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */ {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */ {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */ {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */ {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */ {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */ {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */ {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */ {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */ {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */ {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */ {"8500", CARD_NVIDIA_GEFORCE_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 */ /* Direct 3D 9 SM3 */ {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */ {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */ {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */ {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */ {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */ {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */ {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */ {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */ {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */ /* Direct 3D 9 SM2 */ {"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */ {"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */ {"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ {"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */ /* Direct 3D 8 */ {"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200}, {"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */ /* Direct 3D 7 */ {"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */ {"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX}, {"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */ {"Quadro2", CARD_NVIDIA_GEFORCE2}, {"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */ /* Direct 3D 6 */ {"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */ }, /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/ * * Beware: renderer string do not match exact card model, * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */ cards_amd_binary[] = { /* Southern Islands */ {"HD 7900", CARD_AMD_RADEON_HD7900}, {"HD 7800", CARD_AMD_RADEON_HD7800}, {"HD 7700", CARD_AMD_RADEON_HD7700}, /* Northern Islands */ {"HD 6970", CARD_AMD_RADEON_HD6900}, {"HD 6900", CARD_AMD_RADEON_HD6900}, {"HD 6800", CARD_AMD_RADEON_HD6800}, {"HD 6770M", CARD_AMD_RADEON_HD6600M}, {"HD 6750M", CARD_AMD_RADEON_HD6600M}, {"HD 6700", CARD_AMD_RADEON_HD6700}, {"HD 6670", CARD_AMD_RADEON_HD6600}, {"HD 6630M", CARD_AMD_RADEON_HD6600M}, {"HD 6600M", CARD_AMD_RADEON_HD6600M}, {"HD 6600", CARD_AMD_RADEON_HD6600}, {"HD 6570", CARD_AMD_RADEON_HD6600}, {"HD 6500M", CARD_AMD_RADEON_HD6600M}, {"HD 6500", CARD_AMD_RADEON_HD6600}, {"HD 6400", CARD_AMD_RADEON_HD6400}, {"HD 6300", CARD_AMD_RADEON_HD6300}, {"HD 6200", CARD_AMD_RADEON_HD6300}, /* Evergreen */ {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */ {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */ {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */ {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */ {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */ {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */ {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */ {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */ {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */ {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */ {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */ /* R700 */ {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */ {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */ {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */ {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */ {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */ {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */ {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */ {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */ {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */ {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */ {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */ {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */ /* R600/R700 integrated */ {"HD 4200M", CARD_AMD_RADEON_HD4200M}, {"HD 3300", CARD_AMD_RADEON_HD3200}, {"HD 3200", CARD_AMD_RADEON_HD3200}, {"HD 3100", CARD_AMD_RADEON_HD3200}, /* R600 */ {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */ {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */ {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */ {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */ {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */ {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */ /* Radeon R5xx */ {"X1950", CARD_AMD_RADEON_X1600}, {"X1900", CARD_AMD_RADEON_X1600}, {"X1800", CARD_AMD_RADEON_X1600}, {"X1650", CARD_AMD_RADEON_X1600}, {"X1600", CARD_AMD_RADEON_X1600}, /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx) * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */ {"HD 2300", CARD_AMD_RADEON_X700}, {"X2500", CARD_AMD_RADEON_X700}, {"X2300", CARD_AMD_RADEON_X700}, {"X1550", CARD_AMD_RADEON_X700}, {"X1450", CARD_AMD_RADEON_X700}, {"X1400", CARD_AMD_RADEON_X700}, {"X1300", CARD_AMD_RADEON_X700}, {"X850", CARD_AMD_RADEON_X700}, {"X800", CARD_AMD_RADEON_X700}, {"X700", CARD_AMD_RADEON_X700}, /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */ {"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M}, }, cards_intel[] = { /* Haswell */ {"Haswell Mobile", CARD_INTEL_HWM}, /* Ivybridge */ {"Ivybridge Server", CARD_INTEL_IVBS}, {"Ivybridge Mobile", CARD_INTEL_IVBM}, {"Ivybridge Desktop", CARD_INTEL_IVBD}, /* Sandybridge */ {"Sandybridge Server", CARD_INTEL_SNBS}, {"Sandybridge Mobile", CARD_INTEL_SNBM}, {"Sandybridge Desktop", CARD_INTEL_SNBD}, /* Ironlake */ {"Ironlake Mobile", CARD_INTEL_ILKM}, {"Ironlake Desktop", CARD_INTEL_ILKD}, /* G4x */ {"B43", CARD_INTEL_B43}, {"G41", CARD_INTEL_G41}, {"G45", CARD_INTEL_G45}, {"Q45", CARD_INTEL_Q45}, {"Integrated Graphics Device", CARD_INTEL_IGD}, {"GM45", CARD_INTEL_GM45}, /* i965 */ {"965GME", CARD_INTEL_965GME}, {"965GM", CARD_INTEL_965GM}, {"X3100", CARD_INTEL_965GM}, /* MacOS */ {"946GZ", CARD_INTEL_946GZ}, {"965G", CARD_INTEL_965G}, {"965Q", CARD_INTEL_965Q}, /* i945 */ {"Pineview M", CARD_INTEL_PNVM}, {"Pineview G", CARD_INTEL_PNVG}, {"IGD", CARD_INTEL_PNVG}, {"Q33", CARD_INTEL_Q33}, {"G33", CARD_INTEL_G33}, {"Q35", CARD_INTEL_Q35}, {"945GME", CARD_INTEL_945GME}, {"945GM", CARD_INTEL_945GM}, {"GMA 950", CARD_INTEL_945GM}, /* MacOS */ {"945G", CARD_INTEL_945G}, /* i915 */ {"915GM", CARD_INTEL_915GM}, {"E7221G", CARD_INTEL_E7221G}, {"915G", CARD_INTEL_915G}, /* i8xx */ {"865G", CARD_INTEL_865G}, {"845G", CARD_INTEL_845G}, {"855GM", CARD_INTEL_855GM}, {"830M", CARD_INTEL_830M}, }, /* 20101109 - These are never returned by current Gallium radeon * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351. * * These are returned but not handled: RC410, RV380. */ cards_amd_mesa[] = { /* Sea Islands */ {"HAWAII", CARD_AMD_RADEON_R9 }, {"KAVERI", CARD_AMD_RADEON_R7 }, {"KABINI", CARD_AMD_RADEON_R3 }, {"BONAIRE", CARD_AMD_RADEON_HD8770}, /* Southern Islands */ {"OLAND", CARD_AMD_RADEON_HD8670}, {"HAINAN", CARD_AMD_RADEON_HD8600M}, {"TAHITI", CARD_AMD_RADEON_HD7900}, {"PITCAIRN", CARD_AMD_RADEON_HD7800}, {"CAPE VERDE", CARD_AMD_RADEON_HD7700}, /* Northern Islands */ {"ARUBA", CARD_AMD_RADEON_HD7660D}, {"CAYMAN", CARD_AMD_RADEON_HD6900}, {"BARTS", CARD_AMD_RADEON_HD6800}, {"TURKS", CARD_AMD_RADEON_HD6600}, {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */ {"SUMO", CARD_AMD_RADEON_HD6550D}, {"CAICOS", CARD_AMD_RADEON_HD6400}, {"PALM", CARD_AMD_RADEON_HD6300}, /* Evergreen */ {"HEMLOCK", CARD_AMD_RADEON_HD5900}, {"CYPRESS", CARD_AMD_RADEON_HD5800}, {"JUNIPER", CARD_AMD_RADEON_HD5700}, {"REDWOOD", CARD_AMD_RADEON_HD5600}, {"CEDAR", CARD_AMD_RADEON_HD5400}, /* R700 */ {"R700", CARD_AMD_RADEON_HD4800}, {"RV790", CARD_AMD_RADEON_HD4800}, {"RV770", CARD_AMD_RADEON_HD4800}, {"RV740", CARD_AMD_RADEON_HD4700}, {"RV730", CARD_AMD_RADEON_HD4600}, {"RV710", CARD_AMD_RADEON_HD4350}, /* R600/R700 integrated */ {"RS880", CARD_AMD_RADEON_HD4200M}, {"RS780", CARD_AMD_RADEON_HD3200}, /* R600 */ {"R680", CARD_AMD_RADEON_HD2900}, {"R600", CARD_AMD_RADEON_HD2900}, {"RV670", CARD_AMD_RADEON_HD2900}, {"RV635", CARD_AMD_RADEON_HD2600}, {"RV630", CARD_AMD_RADEON_HD2600}, {"RV620", CARD_AMD_RADEON_HD2350}, {"RV610", CARD_AMD_RADEON_HD2350}, /* R500 */ {"R580", CARD_AMD_RADEON_X1600}, {"R520", CARD_AMD_RADEON_X1600}, {"RV570", CARD_AMD_RADEON_X1600}, {"RV560", CARD_AMD_RADEON_X1600}, {"RV535", CARD_AMD_RADEON_X1600}, {"RV530", CARD_AMD_RADEON_X1600}, {"RV516", CARD_AMD_RADEON_X700}, {"RV515", CARD_AMD_RADEON_X700}, /* R400 */ {"R481", CARD_AMD_RADEON_X700}, {"R480", CARD_AMD_RADEON_X700}, {"R430", CARD_AMD_RADEON_X700}, {"R423", CARD_AMD_RADEON_X700}, {"R420", CARD_AMD_RADEON_X700}, {"R410", CARD_AMD_RADEON_X700}, {"RV410", CARD_AMD_RADEON_X700}, /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */ {"RS740", CARD_AMD_RADEON_XPRESS_200M}, {"RS690", CARD_AMD_RADEON_XPRESS_200M}, {"RS600", CARD_AMD_RADEON_XPRESS_200M}, {"RS485", CARD_AMD_RADEON_XPRESS_200M}, {"RS482", CARD_AMD_RADEON_XPRESS_200M}, {"RS480", CARD_AMD_RADEON_XPRESS_200M}, {"RS400", CARD_AMD_RADEON_XPRESS_200M}, /* 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}, }, cards_nvidia_mesa[] = { /* Maxwell */ {"NV124", CARD_NVIDIA_GEFORCE_GTX970}, {"NV117", CARD_NVIDIA_GEFORCE_GTX750}, /* Kepler */ {"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI}, {"NVF0", CARD_NVIDIA_GEFORCE_GTX780}, {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M}, {"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* Fermi */ {"NVD9", CARD_NVIDIA_GEFORCE_GT520}, {"NVCF", CARD_NVIDIA_GEFORCE_GTX550}, {"NVCE", CARD_NVIDIA_GEFORCE_GTX560}, {"NVC8", CARD_NVIDIA_GEFORCE_GTX570}, {"NVC4", CARD_NVIDIA_GEFORCE_GTX460}, {"NVC3", CARD_NVIDIA_GEFORCE_GT440}, {"NVC1", CARD_NVIDIA_GEFORCE_GT420}, {"NVC0", CARD_NVIDIA_GEFORCE_GTX480}, /* Tesla */ {"NVAF", CARD_NVIDIA_GEFORCE_GT320M}, {"NVAC", CARD_NVIDIA_GEFORCE_8200}, {"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */ {"NVA8", CARD_NVIDIA_GEFORCE_210}, {"NVA5", CARD_NVIDIA_GEFORCE_GT220}, {"NVA3", CARD_NVIDIA_GEFORCE_GT240}, {"NVA0", CARD_NVIDIA_GEFORCE_GTX280}, {"NV98", CARD_NVIDIA_GEFORCE_9200}, {"NV96", CARD_NVIDIA_GEFORCE_9400GT}, {"NV94", CARD_NVIDIA_GEFORCE_9600GT}, {"NV92", CARD_NVIDIA_GEFORCE_9800GT}, {"NV86", CARD_NVIDIA_GEFORCE_8500GT}, {"NV84", CARD_NVIDIA_GEFORCE_8600GT}, {"NV50", CARD_NVIDIA_GEFORCE_8800GTX}, /* Curie */ {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */ {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */ {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */ {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */ {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */ {"NV4B", CARD_NVIDIA_GEFORCE_7600}, {"NV4A", CARD_NVIDIA_GEFORCE_6200}, {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */ {"NV47", CARD_NVIDIA_GEFORCE_7800GT}, {"NV46", CARD_NVIDIA_GEFORCE_7400}, {"NV45", CARD_NVIDIA_GEFORCE_6800}, {"NV44", CARD_NVIDIA_GEFORCE_6200}, {"NV43", CARD_NVIDIA_GEFORCE_6600GT}, {"NV42", CARD_NVIDIA_GEFORCE_6800}, {"NV41", CARD_NVIDIA_GEFORCE_6800}, {"NV40", CARD_NVIDIA_GEFORCE_6800}, /* Rankine */ {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */ {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */ {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */ {"NV34", CARD_NVIDIA_GEFORCEFX_5200}, {"NV31", CARD_NVIDIA_GEFORCEFX_5600}, {"NV30", CARD_NVIDIA_GEFORCEFX_5800}, /* Kelvin */ {"nv28", CARD_NVIDIA_GEFORCE4_TI4200}, {"nv25", CARD_NVIDIA_GEFORCE4_TI4200}, {"nv20", CARD_NVIDIA_GEFORCE3}, /* Celsius */ {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */ {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */ {"nv18", CARD_NVIDIA_GEFORCE4_MX}, {"nv17", CARD_NVIDIA_GEFORCE4_MX}, {"nv16", CARD_NVIDIA_GEFORCE2}, {"nv15", CARD_NVIDIA_GEFORCE2}, {"nv11", CARD_NVIDIA_GEFORCE2_MX}, {"nv10", CARD_NVIDIA_GEFORCE}, /* Fahrenheit */ {"nv05", CARD_NVIDIA_RIVA_TNT2}, {"nv04", CARD_NVIDIA_RIVA_TNT}, {"nv03", CARD_NVIDIA_RIVA_128}, }, cards_vmware[] = { {"SVGA3D", CARD_VMWARE_SVGA3D}, }; static const struct gl_vendor_selection { enum wined3d_gl_vendor gl_vendor; const char *description; /* Description of the card selector i.e. Apple OS/X Intel */ const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */ size_t cards_size; /* Number of entries in the array above */ } amd_gl_vendor_table[] = { {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)}, {GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)}, {GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)}, }, nvidia_gl_vendor_table[] = { {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)}, {GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)}, {GL_VENDOR_NVIDIA, "Nvidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)}, }, vmware_gl_vendor_table[] = { {GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)}, }, intel_gl_vendor_table[] = { {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)}, {GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)}, }; static const enum wined3d_pci_device card_fallback_nvidia[] = { CARD_NVIDIA_RIVA_128, /* D3D5 */ CARD_NVIDIA_RIVA_TNT, /* D3D6 */ CARD_NVIDIA_GEFORCE, /* D3D7 */ CARD_NVIDIA_GEFORCE3, /* D3D8 */ CARD_NVIDIA_GEFORCEFX_5800, /* D3D9_SM2 */ CARD_NVIDIA_GEFORCE_6800, /* D3D9_SM3 */ CARD_NVIDIA_GEFORCE_8800GTX, /* D3D10 */ CARD_NVIDIA_GEFORCE_GTX470, /* D3D11 */ }, card_fallback_amd[] = { CARD_AMD_RAGE_128PRO, /* D3D5 */ CARD_AMD_RAGE_128PRO, /* D3D6 */ CARD_AMD_RADEON_7200, /* D3D7 */ CARD_AMD_RADEON_8500, /* D3D8 */ CARD_AMD_RADEON_9500, /* D3D9_SM2 */ CARD_AMD_RADEON_X1600, /* D3D9_SM3 */ CARD_AMD_RADEON_HD2900, /* D3D10 */ CARD_AMD_RADEON_HD5600, /* D3D11 */ }, card_fallback_intel[] = { CARD_INTEL_845G, /* D3D5 */ CARD_INTEL_845G, /* D3D6 */ CARD_INTEL_845G, /* D3D7 */ CARD_INTEL_915G, /* D3D8 */ CARD_INTEL_915G, /* D3D9_SM2 */ CARD_INTEL_945G, /* D3D9_SM3 */ CARD_INTEL_G45, /* D3D10 */ CARD_INTEL_IVBD, /* D3D11 */ }; C_ASSERT(ARRAY_SIZE(card_fallback_nvidia) == WINED3D_D3D_LEVEL_COUNT); C_ASSERT(ARRAY_SIZE(card_fallback_amd) == WINED3D_D3D_LEVEL_COUNT); C_ASSERT(ARRAY_SIZE(card_fallback_intel) == WINED3D_D3D_LEVEL_COUNT); static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table, unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer) { unsigned int i, j; for (i = 0; i < table_size; ++i) { if (table[i].gl_vendor != gl_vendor) continue; TRACE("Applying card selector \"%s\".\n", table[i].description); for (j = 0; j < table[i].cards_size; ++j) { if (strstr(gl_renderer, table[i].cards[j].renderer)) return table[i].cards[j].id; } return PCI_DEVICE_NONE; } FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n", gl_vendor, debugstr_a(gl_renderer)); return PCI_DEVICE_NONE; } static const struct { enum wined3d_pci_vendor card_vendor; const char *description; /* Description of the card selector i.e. Apple OS/X Intel */ const struct gl_vendor_selection *gl_vendor_selection; unsigned int gl_vendor_count; const enum wined3d_pci_device *card_fallback; /* An array with D3D_LEVEL_COUNT elements */ } card_vendor_table[] = { {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table, sizeof(amd_gl_vendor_table) / sizeof(*amd_gl_vendor_table), card_fallback_amd}, {HW_VENDOR_NVIDIA, "Nvidia", nvidia_gl_vendor_table, sizeof(nvidia_gl_vendor_table) / sizeof(*nvidia_gl_vendor_table), card_fallback_nvidia}, {HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table, sizeof(vmware_gl_vendor_table) / sizeof(*vmware_gl_vendor_table), card_fallback_amd}, {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table, sizeof(intel_gl_vendor_table) / sizeof(*intel_gl_vendor_table), card_fallback_intel}, }; static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor) { /* A Direct3D device object contains the PCI id (vendor + device) of the * videocard which is used for rendering. Various applications use this * information to get a rough estimation of the features of the card and * some might use it for enabling 3d effects only on certain types of * videocards. In some cases games might even use it to work around bugs * which happen on certain videocards/driver combinations. The problem is * that OpenGL only exposes a rendering string containing the name of the * videocard and not the PCI id. * * Various games depend on the PCI id, so somehow we need to provide one. * A simple option is to parse the renderer string and translate this to * the right PCI id. This is a lot of work because there are more than 200 * GPUs just for Nvidia. Various cards share the same renderer string, so * the amount of code might be 'small' but there are quite a number of * exceptions which would make this a pain to maintain. Another way would * be to query the PCI id from the operating system (assuming this is the * videocard which is used for rendering which is not always the case). * This would work but it is not very portable. Second it would not work * well in, let's say, a remote X situation in which the amount of 3d * features which can be used is limited. * * As said most games only use the PCI id to get an indication of the * capabilities of the card. It doesn't really matter if the given id is * the correct one if we return the id of a card with similar 3d features. * * The code below checks the OpenGL capabilities of a videocard and matches * that to a certain level of Direct3D functionality. Once a card passes * the Direct3D9 check, we know that the card (in case of Nvidia) is at * least a GeforceFX. To give a better estimate we do a basic check on the * renderer string but if that won't pass we return a default card. This * way is better than maintaining a full card database as even without a * full database we can return a card with similar features. Second the * size of the database can be made quite small because when you know what * type of 3d functionality a card has, you know to which GPU family the * GPU must belong. Because of this you only have to check a small part of * the renderer string to distinguish between different models from that * family. * * The code also selects a default amount of video memory which we will * use for an estimation of the amount of free texture memory. In case of * real D3D the amount of texture memory includes video memory and system * memory (to be specific AGP memory or in case of PCIE TurboCache / * HyperMemory). We don't know how much system memory can be addressed by * the system but we can make a reasonable estimation about the amount of * video memory. If the value is slightly wrong it doesn't matter as we * didn't include AGP-like memory which makes the amount of addressable * memory higher and second OpenGL isn't that critical it moves to system * memory behind our backs if really needed. Note that the amount of video * memory can be overruled using a registry setting. */ unsigned int i; enum wined3d_d3d_level d3d_level = d3d_level_from_caps(shader_caps, fragment_caps, glsl_version); enum wined3d_pci_device device; for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i) { if (card_vendor_table[i].card_vendor != *card_vendor) continue; TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description); device = select_card_handler(card_vendor_table[i].gl_vendor_selection, card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer); if (device != PCI_DEVICE_NONE) return device; TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer)); return card_vendor_table[i].card_fallback[d3d_level]; } FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n", *card_vendor, debugstr_a(gl_renderer)); /* Default to generic Nvidia hardware based on the supported OpenGL extensions. */ *card_vendor = HW_VENDOR_NVIDIA; return card_fallback_nvidia[d3d_level]; } static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops) { if (shader_backend_ops == &glsl_shader_backend) return &glsl_vertex_pipe; return &ffp_vertex_pipe; } static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops) { if (shader_backend_ops == &glsl_shader_backend) return &glsl_fragment_pipe; if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline; if (gl_info->supported[ATI_FRAGMENT_SHADER]) return &atifs_fragment_pipeline; if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline; if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline; return &ffp_fragment_pipeline; } static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info) { BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20); if (glsl && gl_info->supported[ARB_FRAGMENT_SHADER]) return &glsl_shader_backend; if (glsl && gl_info->supported[ARB_VERTEX_SHADER]) { /* Geforce4 cards support GLSL but for vertex shaders only. Further * its reported GLSL caps are wrong. This combined with the fact that * GLSL won't offer more features or performance, use ARB shaders only * on this card. */ if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2]) return &arb_program_shader_backend; return &glsl_shader_backend; } if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arb_program_shader_backend; return &none_shader_backend; } static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops) { if ((shader_backend_ops == &glsl_shader_backend || shader_backend_ops == &arb_program_shader_backend) && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit; return &ffp_blit; } static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions, const struct wined3d_extension_map *map, UINT entry_count) { while (*extensions) { const char *start; size_t len; UINT i; while (isspace(*extensions)) ++extensions; start = extensions; while (!isspace(*extensions) && *extensions) ++extensions; len = extensions - start; if (!len) continue; TRACE("- %s.\n", debugstr_an(start, len)); for (i = 0; i < entry_count; ++i) { if (len == strlen(map[i].extension_string) && !memcmp(start, map[i].extension_string, len)) { TRACE(" FOUND: %s support.\n", map[i].extension_string); gl_info->supported[map[i].extension] = TRUE; break; } } } } static void load_gl_funcs(struct wined3d_gl_info *gl_info) { #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn); /* GL_APPLE_fence */ USE_GL_FUNC(glDeleteFencesAPPLE) USE_GL_FUNC(glFinishFenceAPPLE) USE_GL_FUNC(glFinishObjectAPPLE) USE_GL_FUNC(glGenFencesAPPLE) USE_GL_FUNC(glIsFenceAPPLE) USE_GL_FUNC(glSetFenceAPPLE) USE_GL_FUNC(glTestFenceAPPLE) USE_GL_FUNC(glTestObjectAPPLE) /* GL_APPLE_flush_buffer_range */ USE_GL_FUNC(glBufferParameteriAPPLE) USE_GL_FUNC(glFlushMappedBufferRangeAPPLE) /* GL_ARB_blend_func_extended */ USE_GL_FUNC(glBindFragDataLocationIndexed) USE_GL_FUNC(glGetFragDataIndex) /* GL_ARB_color_buffer_float */ USE_GL_FUNC(glClampColorARB) /* GL_ARB_debug_output */ USE_GL_FUNC(glDebugMessageCallbackARB) USE_GL_FUNC(glDebugMessageControlARB) USE_GL_FUNC(glDebugMessageInsertARB) USE_GL_FUNC(glGetDebugMessageLogARB) /* GL_ARB_draw_buffers */ USE_GL_FUNC(glDrawBuffersARB) /* GL_ARB_draw_elements_base_vertex */ USE_GL_FUNC(glDrawElementsBaseVertex) USE_GL_FUNC(glDrawElementsInstancedBaseVertex) USE_GL_FUNC(glDrawRangeElementsBaseVertex) USE_GL_FUNC(glMultiDrawElementsBaseVertex) /* GL_ARB_draw_instanced */ USE_GL_FUNC(glDrawArraysInstancedARB) USE_GL_FUNC(glDrawElementsInstancedARB) /* GL_ARB_framebuffer_object */ USE_GL_FUNC(glBindFramebuffer) USE_GL_FUNC(glBindRenderbuffer) USE_GL_FUNC(glBlitFramebuffer) USE_GL_FUNC(glCheckFramebufferStatus) USE_GL_FUNC(glDeleteFramebuffers) USE_GL_FUNC(glDeleteRenderbuffers) USE_GL_FUNC(glFramebufferRenderbuffer) USE_GL_FUNC(glFramebufferTexture1D) USE_GL_FUNC(glFramebufferTexture2D) USE_GL_FUNC(glFramebufferTexture3D) USE_GL_FUNC(glFramebufferTextureLayer) USE_GL_FUNC(glGenFramebuffers) USE_GL_FUNC(glGenRenderbuffers) USE_GL_FUNC(glGenerateMipmap) USE_GL_FUNC(glGetFramebufferAttachmentParameteriv) USE_GL_FUNC(glGetRenderbufferParameteriv) USE_GL_FUNC(glIsFramebuffer) USE_GL_FUNC(glIsRenderbuffer) USE_GL_FUNC(glRenderbufferStorage) USE_GL_FUNC(glRenderbufferStorageMultisample) /* GL_ARB_geometry_shader4 */ USE_GL_FUNC(glFramebufferTextureARB) USE_GL_FUNC(glFramebufferTextureFaceARB) USE_GL_FUNC(glFramebufferTextureLayerARB) USE_GL_FUNC(glProgramParameteriARB) /* GL_ARB_instanced_arrays */ USE_GL_FUNC(glVertexAttribDivisorARB) /* GL_ARB_internalformat_query */ USE_GL_FUNC(glGetInternalformativ) /* GL_ARB_internalformat_query2 */ USE_GL_FUNC(glGetInternalformati64v) /* GL_ARB_map_buffer_range */ USE_GL_FUNC(glFlushMappedBufferRange) USE_GL_FUNC(glMapBufferRange) /* GL_ARB_multisample */ USE_GL_FUNC(glSampleCoverageARB) /* GL_ARB_multitexture */ USE_GL_FUNC(glActiveTextureARB) USE_GL_FUNC(glClientActiveTextureARB) USE_GL_FUNC(glMultiTexCoord1fARB) USE_GL_FUNC(glMultiTexCoord1fvARB) USE_GL_FUNC(glMultiTexCoord2fARB) USE_GL_FUNC(glMultiTexCoord2fvARB) USE_GL_FUNC(glMultiTexCoord2svARB) USE_GL_FUNC(glMultiTexCoord3fARB) USE_GL_FUNC(glMultiTexCoord3fvARB) USE_GL_FUNC(glMultiTexCoord4fARB) USE_GL_FUNC(glMultiTexCoord4fvARB) USE_GL_FUNC(glMultiTexCoord4svARB) /* GL_ARB_occlusion_query */ USE_GL_FUNC(glBeginQueryARB) USE_GL_FUNC(glDeleteQueriesARB) USE_GL_FUNC(glEndQueryARB) USE_GL_FUNC(glGenQueriesARB) USE_GL_FUNC(glGetQueryivARB) USE_GL_FUNC(glGetQueryObjectivARB) USE_GL_FUNC(glGetQueryObjectuivARB) USE_GL_FUNC(glIsQueryARB) /* GL_ARB_point_parameters */ USE_GL_FUNC(glPointParameterfARB) USE_GL_FUNC(glPointParameterfvARB) /* GL_ARB_provoking_vertex */ USE_GL_FUNC(glProvokingVertex) /* GL_ARB_sampler_objects */ USE_GL_FUNC(glGenSamplers) USE_GL_FUNC(glDeleteSamplers) USE_GL_FUNC(glIsSampler) USE_GL_FUNC(glBindSampler) USE_GL_FUNC(glSamplerParameteri) USE_GL_FUNC(glSamplerParameterf) USE_GL_FUNC(glSamplerParameteriv) USE_GL_FUNC(glSamplerParameterfv) USE_GL_FUNC(glSamplerParameterIiv) USE_GL_FUNC(glSamplerParameterIuiv) USE_GL_FUNC(glGetSamplerParameteriv) USE_GL_FUNC(glGetSamplerParameterfv) USE_GL_FUNC(glGetSamplerParameterIiv) USE_GL_FUNC(glGetSamplerParameterIuiv) /* GL_ARB_shader_objects */ USE_GL_FUNC(glAttachObjectARB) USE_GL_FUNC(glBindAttribLocationARB) USE_GL_FUNC(glCompileShaderARB) USE_GL_FUNC(glCreateProgramObjectARB) USE_GL_FUNC(glCreateShaderObjectARB) USE_GL_FUNC(glDeleteObjectARB) USE_GL_FUNC(glDetachObjectARB) USE_GL_FUNC(glGetActiveUniformARB) USE_GL_FUNC(glGetAttachedObjectsARB) USE_GL_FUNC(glGetAttribLocationARB) USE_GL_FUNC(glGetHandleARB) USE_GL_FUNC(glGetInfoLogARB) USE_GL_FUNC(glGetObjectParameterfvARB) USE_GL_FUNC(glGetObjectParameterivARB) USE_GL_FUNC(glGetShaderSourceARB) USE_GL_FUNC(glGetUniformLocationARB) USE_GL_FUNC(glGetUniformfvARB) USE_GL_FUNC(glGetUniformivARB) USE_GL_FUNC(glLinkProgramARB) USE_GL_FUNC(glShaderSourceARB) USE_GL_FUNC(glUniform1fARB) USE_GL_FUNC(glUniform1fvARB) USE_GL_FUNC(glUniform1iARB) USE_GL_FUNC(glUniform1ivARB) USE_GL_FUNC(glUniform2fARB) USE_GL_FUNC(glUniform2fvARB) USE_GL_FUNC(glUniform2iARB) USE_GL_FUNC(glUniform2ivARB) USE_GL_FUNC(glUniform3fARB) USE_GL_FUNC(glUniform3fvARB) USE_GL_FUNC(glUniform3iARB) USE_GL_FUNC(glUniform3ivARB) USE_GL_FUNC(glUniform4fARB) USE_GL_FUNC(glUniform4fvARB) USE_GL_FUNC(glUniform4iARB) USE_GL_FUNC(glUniform4ivARB) USE_GL_FUNC(glUniformMatrix2fvARB) USE_GL_FUNC(glUniformMatrix3fvARB) USE_GL_FUNC(glUniformMatrix4fvARB) USE_GL_FUNC(glUseProgramObjectARB) USE_GL_FUNC(glValidateProgramARB) /* GL_ARB_sync */ USE_GL_FUNC(glClientWaitSync) USE_GL_FUNC(glDeleteSync) USE_GL_FUNC(glFenceSync) USE_GL_FUNC(glGetInteger64v) USE_GL_FUNC(glGetSynciv) USE_GL_FUNC(glIsSync) USE_GL_FUNC(glWaitSync) /* GL_ARB_texture_compression */ USE_GL_FUNC(glCompressedTexImage2DARB) USE_GL_FUNC(glCompressedTexImage3DARB) USE_GL_FUNC(glCompressedTexSubImage2DARB) USE_GL_FUNC(glCompressedTexSubImage3DARB) USE_GL_FUNC(glGetCompressedTexImageARB) /* GL_ARB_timer_query */ USE_GL_FUNC(glQueryCounter) USE_GL_FUNC(glGetQueryObjectui64v) /* GL_ARB_uniform_buffer_object */ USE_GL_FUNC(glBindBufferBase) USE_GL_FUNC(glBindBufferRange) USE_GL_FUNC(glGetActiveUniformBlockName) USE_GL_FUNC(glGetActiveUniformBlockiv) USE_GL_FUNC(glGetActiveUniformName) USE_GL_FUNC(glGetActiveUniformsiv) USE_GL_FUNC(glGetIntegeri_v) USE_GL_FUNC(glGetUniformBlockIndex) USE_GL_FUNC(glGetUniformIndices) USE_GL_FUNC(glUniformBlockBinding) /* GL_ARB_vertex_blend */ USE_GL_FUNC(glVertexBlendARB) USE_GL_FUNC(glWeightPointerARB) USE_GL_FUNC(glWeightbvARB) USE_GL_FUNC(glWeightdvARB) USE_GL_FUNC(glWeightfvARB) USE_GL_FUNC(glWeightivARB) USE_GL_FUNC(glWeightsvARB) USE_GL_FUNC(glWeightubvARB) USE_GL_FUNC(glWeightuivARB) USE_GL_FUNC(glWeightusvARB) /* GL_ARB_vertex_buffer_object */ USE_GL_FUNC(glBindBufferARB) USE_GL_FUNC(glBufferDataARB) USE_GL_FUNC(glBufferSubDataARB) USE_GL_FUNC(glDeleteBuffersARB) USE_GL_FUNC(glGenBuffersARB) USE_GL_FUNC(glGetBufferParameterivARB) USE_GL_FUNC(glGetBufferPointervARB) USE_GL_FUNC(glGetBufferSubDataARB) USE_GL_FUNC(glIsBufferARB) USE_GL_FUNC(glMapBufferARB) USE_GL_FUNC(glUnmapBufferARB) /* GL_ARB_vertex_program */ USE_GL_FUNC(glBindProgramARB) USE_GL_FUNC(glDeleteProgramsARB) USE_GL_FUNC(glDisableVertexAttribArrayARB) USE_GL_FUNC(glEnableVertexAttribArrayARB) USE_GL_FUNC(glGenProgramsARB) USE_GL_FUNC(glGetProgramivARB) USE_GL_FUNC(glProgramEnvParameter4fvARB) USE_GL_FUNC(glProgramLocalParameter4fvARB) USE_GL_FUNC(glProgramStringARB) USE_GL_FUNC(glVertexAttrib1dARB) USE_GL_FUNC(glVertexAttrib1dvARB) USE_GL_FUNC(glVertexAttrib1fARB) USE_GL_FUNC(glVertexAttrib1fvARB) USE_GL_FUNC(glVertexAttrib1sARB) USE_GL_FUNC(glVertexAttrib1svARB) USE_GL_FUNC(glVertexAttrib2dARB) USE_GL_FUNC(glVertexAttrib2dvARB) USE_GL_FUNC(glVertexAttrib2fARB) USE_GL_FUNC(glVertexAttrib2fvARB) USE_GL_FUNC(glVertexAttrib2sARB) USE_GL_FUNC(glVertexAttrib2svARB) USE_GL_FUNC(glVertexAttrib3dARB) USE_GL_FUNC(glVertexAttrib3dvARB) USE_GL_FUNC(glVertexAttrib3fARB) USE_GL_FUNC(glVertexAttrib3fvARB) USE_GL_FUNC(glVertexAttrib3sARB) USE_GL_FUNC(glVertexAttrib3svARB) USE_GL_FUNC(glVertexAttrib4NbvARB) USE_GL_FUNC(glVertexAttrib4NivARB) USE_GL_FUNC(glVertexAttrib4NsvARB) USE_GL_FUNC(glVertexAttrib4NubARB) USE_GL_FUNC(glVertexAttrib4NubvARB) USE_GL_FUNC(glVertexAttrib4NuivARB) USE_GL_FUNC(glVertexAttrib4NusvARB) USE_GL_FUNC(glVertexAttrib4bvARB) USE_GL_FUNC(glVertexAttrib4dARB) USE_GL_FUNC(glVertexAttrib4dvARB) USE_GL_FUNC(glVertexAttrib4fARB) USE_GL_FUNC(glVertexAttrib4fvARB) USE_GL_FUNC(glVertexAttrib4ivARB) USE_GL_FUNC(glVertexAttrib4sARB) USE_GL_FUNC(glVertexAttrib4svARB) USE_GL_FUNC(glVertexAttrib4ubvARB) USE_GL_FUNC(glVertexAttrib4uivARB) USE_GL_FUNC(glVertexAttrib4usvARB) USE_GL_FUNC(glVertexAttribPointerARB) /* GL_ATI_fragment_shader */ USE_GL_FUNC(glAlphaFragmentOp1ATI) USE_GL_FUNC(glAlphaFragmentOp2ATI) USE_GL_FUNC(glAlphaFragmentOp3ATI) USE_GL_FUNC(glBeginFragmentShaderATI) USE_GL_FUNC(glBindFragmentShaderATI) USE_GL_FUNC(glColorFragmentOp1ATI) USE_GL_FUNC(glColorFragmentOp2ATI) USE_GL_FUNC(glColorFragmentOp3ATI) USE_GL_FUNC(glDeleteFragmentShaderATI) USE_GL_FUNC(glEndFragmentShaderATI) USE_GL_FUNC(glGenFragmentShadersATI) USE_GL_FUNC(glPassTexCoordATI) USE_GL_FUNC(glSampleMapATI) USE_GL_FUNC(glSetFragmentShaderConstantATI) /* GL_ATI_separate_stencil */ USE_GL_FUNC(glStencilOpSeparateATI) USE_GL_FUNC(glStencilFuncSeparateATI) /* GL_EXT_blend_color */ USE_GL_FUNC(glBlendColorEXT) /* GL_EXT_blend_equation_separate */ USE_GL_FUNC(glBlendFuncSeparateEXT) /* GL_EXT_blend_func_separate */ USE_GL_FUNC(glBlendEquationSeparateEXT) /* GL_EXT_blend_minmax */ USE_GL_FUNC(glBlendEquationEXT) /* GL_EXT_depth_bounds_test */ USE_GL_FUNC(glDepthBoundsEXT) /* GL_EXT_draw_buffers2 */ USE_GL_FUNC(glColorMaskIndexedEXT) USE_GL_FUNC(glDisableIndexedEXT) USE_GL_FUNC(glEnableIndexedEXT) USE_GL_FUNC(glGetBooleanIndexedvEXT) USE_GL_FUNC(glGetIntegerIndexedvEXT) USE_GL_FUNC(glIsEnabledIndexedEXT) /* GL_EXT_fog_coord */ USE_GL_FUNC(glFogCoordPointerEXT) USE_GL_FUNC(glFogCoorddEXT) USE_GL_FUNC(glFogCoorddvEXT) USE_GL_FUNC(glFogCoordfEXT) USE_GL_FUNC(glFogCoordfvEXT) /* GL_EXT_framebuffer_blit */ USE_GL_FUNC(glBlitFramebufferEXT) /* GL_EXT_framebuffer_multisample */ USE_GL_FUNC(glRenderbufferStorageMultisampleEXT) /* GL_EXT_framebuffer_object */ USE_GL_FUNC(glBindFramebufferEXT) USE_GL_FUNC(glBindRenderbufferEXT) USE_GL_FUNC(glCheckFramebufferStatusEXT) USE_GL_FUNC(glDeleteFramebuffersEXT) USE_GL_FUNC(glDeleteRenderbuffersEXT) USE_GL_FUNC(glFramebufferRenderbufferEXT) USE_GL_FUNC(glFramebufferTexture1DEXT) USE_GL_FUNC(glFramebufferTexture2DEXT) USE_GL_FUNC(glFramebufferTexture3DEXT) USE_GL_FUNC(glGenFramebuffersEXT) USE_GL_FUNC(glGenRenderbuffersEXT) USE_GL_FUNC(glGenerateMipmapEXT) USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT) USE_GL_FUNC(glGetRenderbufferParameterivEXT) USE_GL_FUNC(glIsFramebufferEXT) USE_GL_FUNC(glIsRenderbufferEXT) USE_GL_FUNC(glRenderbufferStorageEXT) /* GL_EXT_gpu_program_parameters */ USE_GL_FUNC(glProgramEnvParameters4fvEXT) USE_GL_FUNC(glProgramLocalParameters4fvEXT) /* GL_EXT_gpu_shader4 */ USE_GL_FUNC(glBindFragDataLocationEXT) USE_GL_FUNC(glGetFragDataLocationEXT) USE_GL_FUNC(glGetUniformuivEXT) USE_GL_FUNC(glGetVertexAttribIivEXT) USE_GL_FUNC(glGetVertexAttribIuivEXT) USE_GL_FUNC(glUniform1uiEXT) USE_GL_FUNC(glUniform1uivEXT) USE_GL_FUNC(glUniform2uiEXT) USE_GL_FUNC(glUniform2uivEXT) USE_GL_FUNC(glUniform3uiEXT) USE_GL_FUNC(glUniform3uivEXT) USE_GL_FUNC(glUniform4uiEXT) USE_GL_FUNC(glUniform4uivEXT) USE_GL_FUNC(glVertexAttribI1iEXT) USE_GL_FUNC(glVertexAttribI1ivEXT) USE_GL_FUNC(glVertexAttribI1uiEXT) USE_GL_FUNC(glVertexAttribI1uivEXT) USE_GL_FUNC(glVertexAttribI2iEXT) USE_GL_FUNC(glVertexAttribI2ivEXT) USE_GL_FUNC(glVertexAttribI2uiEXT) USE_GL_FUNC(glVertexAttribI2uivEXT) USE_GL_FUNC(glVertexAttribI3iEXT) USE_GL_FUNC(glVertexAttribI3ivEXT) USE_GL_FUNC(glVertexAttribI3uiEXT) USE_GL_FUNC(glVertexAttribI3uivEXT) USE_GL_FUNC(glVertexAttribI4bvEXT) USE_GL_FUNC(glVertexAttribI4iEXT) USE_GL_FUNC(glVertexAttribI4ivEXT) USE_GL_FUNC(glVertexAttribI4svEXT) USE_GL_FUNC(glVertexAttribI4ubvEXT) USE_GL_FUNC(glVertexAttribI4uiEXT) USE_GL_FUNC(glVertexAttribI4uivEXT) USE_GL_FUNC(glVertexAttribI4usvEXT) USE_GL_FUNC(glVertexAttribIPointerEXT) /* GL_EXT_point_parameters */ USE_GL_FUNC(glPointParameterfEXT) USE_GL_FUNC(glPointParameterfvEXT) /* GL_EXT_provoking_vertex */ USE_GL_FUNC(glProvokingVertexEXT) /* GL_EXT_secondary_color */ USE_GL_FUNC(glSecondaryColor3fEXT) USE_GL_FUNC(glSecondaryColor3fvEXT) USE_GL_FUNC(glSecondaryColor3ubEXT) USE_GL_FUNC(glSecondaryColor3ubvEXT) USE_GL_FUNC(glSecondaryColorPointerEXT) /* GL_EXT_stencil_two_side */ USE_GL_FUNC(glActiveStencilFaceEXT) /* GL_EXT_texture3D */ USE_GL_FUNC(glTexImage3D) USE_GL_FUNC(glTexImage3DEXT) USE_GL_FUNC(glTexSubImage3D) USE_GL_FUNC(glTexSubImage3DEXT) /* GL_NV_fence */ USE_GL_FUNC(glDeleteFencesNV) USE_GL_FUNC(glFinishFenceNV) USE_GL_FUNC(glGenFencesNV) USE_GL_FUNC(glGetFenceivNV) USE_GL_FUNC(glIsFenceNV) USE_GL_FUNC(glSetFenceNV) USE_GL_FUNC(glTestFenceNV) /* GL_NV_half_float */ USE_GL_FUNC(glColor3hNV) USE_GL_FUNC(glColor3hvNV) USE_GL_FUNC(glColor4hNV) USE_GL_FUNC(glColor4hvNV) USE_GL_FUNC(glFogCoordhNV) USE_GL_FUNC(glFogCoordhvNV) USE_GL_FUNC(glMultiTexCoord1hNV) USE_GL_FUNC(glMultiTexCoord1hvNV) USE_GL_FUNC(glMultiTexCoord2hNV) USE_GL_FUNC(glMultiTexCoord2hvNV) USE_GL_FUNC(glMultiTexCoord3hNV) USE_GL_FUNC(glMultiTexCoord3hvNV) USE_GL_FUNC(glMultiTexCoord4hNV) USE_GL_FUNC(glMultiTexCoord4hvNV) USE_GL_FUNC(glNormal3hNV) USE_GL_FUNC(glNormal3hvNV) USE_GL_FUNC(glSecondaryColor3hNV) USE_GL_FUNC(glSecondaryColor3hvNV) USE_GL_FUNC(glTexCoord1hNV) USE_GL_FUNC(glTexCoord1hvNV) USE_GL_FUNC(glTexCoord2hNV) USE_GL_FUNC(glTexCoord2hvNV) USE_GL_FUNC(glTexCoord3hNV) USE_GL_FUNC(glTexCoord3hvNV) USE_GL_FUNC(glTexCoord4hNV) USE_GL_FUNC(glTexCoord4hvNV) USE_GL_FUNC(glVertex2hNV) USE_GL_FUNC(glVertex2hvNV) USE_GL_FUNC(glVertex3hNV) USE_GL_FUNC(glVertex3hvNV) USE_GL_FUNC(glVertex4hNV) USE_GL_FUNC(glVertex4hvNV) USE_GL_FUNC(glVertexAttrib1hNV) USE_GL_FUNC(glVertexAttrib1hvNV) USE_GL_FUNC(glVertexAttrib2hNV) USE_GL_FUNC(glVertexAttrib2hvNV) USE_GL_FUNC(glVertexAttrib3hNV) USE_GL_FUNC(glVertexAttrib3hvNV) USE_GL_FUNC(glVertexAttrib4hNV) USE_GL_FUNC(glVertexAttrib4hvNV) USE_GL_FUNC(glVertexAttribs1hvNV) USE_GL_FUNC(glVertexAttribs2hvNV) USE_GL_FUNC(glVertexAttribs3hvNV) USE_GL_FUNC(glVertexAttribs4hvNV) USE_GL_FUNC(glVertexWeighthNV) USE_GL_FUNC(glVertexWeighthvNV) /* GL_NV_point_sprite */ USE_GL_FUNC(glPointParameteriNV) USE_GL_FUNC(glPointParameterivNV) /* GL_NV_register_combiners */ USE_GL_FUNC(glCombinerInputNV) USE_GL_FUNC(glCombinerOutputNV) USE_GL_FUNC(glCombinerParameterfNV) USE_GL_FUNC(glCombinerParameterfvNV) USE_GL_FUNC(glCombinerParameteriNV) USE_GL_FUNC(glCombinerParameterivNV) USE_GL_FUNC(glFinalCombinerInputNV) /* WGL extensions */ USE_GL_FUNC(wglChoosePixelFormatARB) USE_GL_FUNC(wglGetExtensionsStringARB) USE_GL_FUNC(wglGetPixelFormatAttribfvARB) USE_GL_FUNC(wglGetPixelFormatAttribivARB) USE_GL_FUNC(wglSetPixelFormatWINE) USE_GL_FUNC(wglSwapIntervalEXT) /* Newer core functions */ USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */ USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */ USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */ USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */ USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */ USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */ USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */ USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */ USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */ USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */ USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */ USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */ USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */ USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */ USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */ USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */ USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */ USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */ USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */ USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */ USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */ USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */ USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */ USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */ USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */ USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */ USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */ USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */ USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */ USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */ USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */ USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */ USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */ USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */ USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */ USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */ USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */ USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */ USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */ USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */ USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */ USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */ USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */ USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */ USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */ USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */ USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */ USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */ USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */ USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */ USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */ USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */ USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */ USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */ USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */ USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */ #undef USE_GL_FUNC #ifndef USE_WIN32_OPENGL /* hack: use the functions directly from the TEB table to bypass the thunks */ /* note that we still need the above wglGetProcAddress calls to initialize the table */ gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext; #endif #define MAP_GL_FUNCTION(core_func, ext_func) \ do \ { \ if (!gl_info->gl_ops.ext.p_##core_func) \ gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \ } while (0) #define MAP_GL_FUNCTION_CAST(core_func, ext_func) \ do \ { \ if (!gl_info->gl_ops.ext.p_##core_func) \ gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \ } while (0) MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB); MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB); MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB); MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB); MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB); MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT); MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT); MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT); MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT); MAP_GL_FUNCTION(glBufferData, glBufferDataARB); MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB); MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT); MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB); MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB); MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB); MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB); MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB); MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB); MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB); MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB); MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB); MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB); MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB); MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB); MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB); MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB); MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB); MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB); MAP_GL_FUNCTION(glEndQuery, glEndQueryARB); MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB); MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB); MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB); MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB); MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB); MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB); MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB); MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB); MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB); MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB); MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB); MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB); MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB); MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB); MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB); MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB); MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB); MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB); MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB); MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB); MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT); MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT); MAP_GL_FUNCTION(glUniform1f, glUniform1fARB); MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB); MAP_GL_FUNCTION(glUniform1i, glUniform1iARB); MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB); MAP_GL_FUNCTION(glUniform2f, glUniform2fARB); MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB); MAP_GL_FUNCTION(glUniform2i, glUniform2iARB); MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB); MAP_GL_FUNCTION(glUniform3f, glUniform3fARB); MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB); MAP_GL_FUNCTION(glUniform3i, glUniform3iARB); MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB); MAP_GL_FUNCTION(glUniform4f, glUniform4fARB); MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB); MAP_GL_FUNCTION(glUniform4i, glUniform4iARB); MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB); MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB); MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB); MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB); MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB); MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB); MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB); MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB); MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB); MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB); MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB); MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB); MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB); MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB); MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB); MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB); MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB); MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB); MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB); MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB); MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB); MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB); #undef MAP_GL_FUNCTION #undef MAP_GL_FUNCTION_CAST } static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) { GLfloat gl_floatv[2]; GLint gl_max; gl_info->limits.blends = 1; gl_info->limits.buffers = 1; gl_info->limits.textures = 1; gl_info->limits.texture_coords = 1; gl_info->limits.vertex_uniform_blocks = 0; gl_info->limits.geometry_uniform_blocks = 0; gl_info->limits.fragment_uniform_blocks = 0; 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.vertex_attribs = 16; gl_info->limits.glsl_vs_float_constants = 0; gl_info->limits.glsl_ps_float_constants = 0; gl_info->limits.arb_vs_float_constants = 0; gl_info->limits.arb_vs_native_constants = 0; gl_info->limits.arb_vs_instructions = 0; gl_info->limits.arb_vs_temps = 0; gl_info->limits.arb_ps_float_constants = 0; gl_info->limits.arb_ps_local_constants = 0; gl_info->limits.arb_ps_instructions = 0; gl_info->limits.arb_ps_temps = 0; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max); gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max); TRACE("Clip plane support - max planes %d.\n", gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max); gl_info->limits.lights = gl_max; TRACE("Light support - max lights %d.\n", gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max); gl_info->limits.texture_size = gl_max; TRACE("Maximum texture size support - max texture size %d.\n", gl_max); gl_info->gl_ops.gl.p_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("Maximum point size support - max point size %f.\n", gl_floatv[1]); if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max); TRACE("Minimum buffer map alignment: %d.\n", gl_max); } else { WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n"); } if (gl_info->supported[NV_REGISTER_COMBINERS]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max); gl_info->limits.general_combiners = gl_max; TRACE("Max general combiners: %d.\n", gl_max); } if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max); gl_info->limits.buffers = gl_max; TRACE("Max draw buffers: %u.\n", gl_max); } if (gl_info->supported[ARB_MULTITEXTURE]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); gl_info->limits.textures = min(MAX_TEXTURES, gl_max); TRACE("Max textures: %d.\n", gl_info->limits.textures); if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { GLint tmp; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max); gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp); gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp); } else { gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max); gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max); } TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords); TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers); if (gl_info->supported[ARB_VERTEX_SHADER]) { GLint tmp; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp); gl_info->limits.vertex_samplers = tmp; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp); gl_info->limits.combined_samplers = tmp; gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp); gl_info->limits.vertex_attribs = 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("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers); TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers); } if (gl_info->supported[ARB_VERTEX_BLEND]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max); gl_info->limits.blends = gl_max; TRACE("Max blends: %u.\n", gl_info->limits.blends); } if (gl_info->supported[EXT_TEXTURE3D]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max); gl_info->limits.texture3d_size = gl_max; TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size); } if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max); gl_info->limits.anisotropy = gl_max; TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy); } if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_ps_float_constants = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_ps_native_constants = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n", gl_info->limits.arb_ps_native_constants); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max)); gl_info->limits.arb_ps_temps = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max)); gl_info->limits.arb_ps_instructions = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_ps_local_constants = gl_max; TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions); } if (gl_info->supported[ARB_VERTEX_PROGRAM]) { GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_vs_float_constants = gl_max; TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants); GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max)); gl_info->limits.arb_vs_native_constants = gl_max; TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n", gl_info->limits.arb_vs_native_constants); GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max)); gl_info->limits.arb_vs_temps = gl_max; TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps); GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max)); gl_info->limits.arb_vs_instructions = gl_max; TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions); } if (gl_info->supported[ARB_VERTEX_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_vs_float_constants = gl_max / 4; TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max); gl_info->limits.vertex_uniform_blocks = min(gl_max, WINED3D_MAX_CBS); TRACE("Max vertex uniform blocks: %u (%d).\n", gl_info->limits.vertex_uniform_blocks, gl_max); } } if (gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max); gl_info->limits.geometry_uniform_blocks = min(gl_max, WINED3D_MAX_CBS); TRACE("Max geometry uniform blocks: %u (%d).\n", gl_info->limits.geometry_uniform_blocks, gl_max); } if (gl_info->supported[ARB_FRAGMENT_SHADER]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_ps_float_constants = gl_max / 4; TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); gl_info->limits.glsl_varyings = gl_max; TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max); gl_info->limits.fragment_uniform_blocks = min(gl_max, WINED3D_MAX_CBS); TRACE("Max fragment uniform blocks: %u (%d).\n", gl_info->limits.fragment_uniform_blocks, gl_max); } } if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max); TRACE("Max combined uniform blocks: %d.\n", gl_max); gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max); TRACE("Max uniform buffer bindings: %d.\n", gl_max); } if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess); else gl_info->limits.shininess = 128.0f; if ((gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE]) && wined3d_settings.allow_multisampling) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max); gl_info->limits.samples = gl_max; } } /* Context activation is done by the caller. */ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter) { struct wined3d_driver_info *driver_info = &adapter->driver_info; const char *gl_vendor_str, *gl_renderer_str, *gl_version_str; struct wined3d_gl_info *gl_info = &adapter->gl_info; struct wined3d_vertex_caps vertex_caps; enum wined3d_pci_vendor card_vendor; struct fragment_caps fragment_caps; struct shader_caps shader_caps; const char *WGL_Extensions = NULL; const char *GL_Extensions = NULL; enum wined3d_gl_vendor gl_vendor; enum wined3d_pci_device device; DWORD gl_version; HDC hdc; unsigned int i; TRACE("adapter %p.\n", adapter); gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER); TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str)); if (!gl_renderer_str) { ERR("Received a NULL GL_RENDERER.\n"); return FALSE; } gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR); TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str)); if (!gl_vendor_str) { ERR("Received a NULL GL_VENDOR.\n"); return FALSE; } /* Parse the GL_VERSION field into major and minor information */ gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION); TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str)); if (!gl_version_str) { ERR("Received a NULL GL_VERSION.\n"); return FALSE; } gl_version = wined3d_parse_gl_version(gl_version_str); /* Parse the gl supported features, in theory enabling parts of our code appropriately. */ GL_Extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS); if (!GL_Extensions) { ERR("Received a NULL GL_EXTENSIONS.\n"); return FALSE; } memset(gl_info->supported, 0, sizeof(gl_info->supported)); gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE; TRACE("GL extensions reported:\n"); parse_extension_string(gl_info, GL_Extensions, gl_extension_map, sizeof(gl_extension_map) / sizeof(*gl_extension_map)); /* Now work out what GL support this card really has. */ load_gl_funcs( gl_info ); hdc = wglGetCurrentDC(); /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */ if (GL_EXTCALL(wglGetExtensionsStringARB)) WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc)); if (!WGL_Extensions) WARN("WGL extensions not supported.\n"); else parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, sizeof(wgl_extension_map) / sizeof(*wgl_extension_map)); if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2)) { TRACE("GL CORE: GL_EXT_texture3D support.\n"); gl_info->supported[EXT_TEXTURE3D] = TRUE; } if (!gl_info->supported[NV_POINT_SPRITE] && gl_version >= MAKEDWORD_VERSION(1, 4)) { TRACE("GL CORE: GL_NV_point_sprite support.\n"); gl_info->supported[NV_POINT_SPRITE] = TRUE; } if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_version >= MAKEDWORD_VERSION(2, 0)) { TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n"); gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = 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(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n"); gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE; } if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) { TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n"); gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE; } } if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same * functionality. Prefer the ARB extension */ gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE; } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n"); gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; } if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA]) { TRACE(" 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(" 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[ARB_TEXTURE_NON_POWER_OF_TWO]) { /* If we have full NP2 texture support, disable * GL_ARB_texture_rectangle because we will never use it. * This saves a few redundant glDisable calls. */ gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE; } if (gl_info->supported[ATI_FRAGMENT_SHADER]) { /* Disable NV_register_combiners and fragment shader if this is supported. * generally the NV extensions are preferred over the ATI ones, and this * extension is disabled if register_combiners and texture_shader2 are both * supported. So we reach this place only if we have incomplete NV dxlevel 8 * fragment processing support. */ gl_info->supported[NV_REGISTER_COMBINERS] = FALSE; gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE; gl_info->supported[NV_TEXTURE_SHADER] = FALSE; gl_info->supported[NV_TEXTURE_SHADER2] = FALSE; } if (gl_info->supported[NV_HALF_FLOAT]) { /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */ gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE; } if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) { /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode * we never render to sRGB surfaces). */ gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE; } if (gl_info->supported[ARB_OCCLUSION_QUERY]) { GLint counter_bits; GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits)); TRACE("Occlusion query counter has %d bits.\n", counter_bits); if (!counter_bits) gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE; } if (gl_info->supported[ARB_TIMER_QUERY]) { GLint counter_bits; GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits)); TRACE("Timestamp query counter has %d bits.\n", counter_bits); if (!counter_bits) gl_info->supported[ARB_TIMER_QUERY] = FALSE; } if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP]) { TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n"); gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE; } if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE]) { TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n"); gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE; } wined3d_adapter_init_limits(gl_info); if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT; if (gl_info->supported[ARB_SHADING_LANGUAGE_100]) { const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB); unsigned int major, minor; TRACE("GLSL version string: %s.\n", debugstr_a(str)); /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */ sscanf(str, "%u.%u", &major, &minor); gl_info->glsl_version = MAKEDWORD_VERSION(major, minor); } checkGLcall("extension detection"); adapter->shader_backend = select_shader_backend(gl_info); adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend); adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend); adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend); adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING; adapter->d3d_info.limits.vs_version = shader_caps.vs_version; adapter->d3d_info.limits.gs_version = shader_caps.gs_version; adapter->d3d_info.limits.ps_version = shader_caps.ps_version; adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count; adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count; adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps); adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw; adapter->fragment_pipe->get_caps(gl_info, &fragment_caps); adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages; adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures; adapter->d3d_info.shader_color_key = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY; TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages); if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer; gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers; gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers; gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage; gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv; gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer; gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers; gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv; gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer; gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap; } else { if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT; gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT; gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT; gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT; gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT; gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT; gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT; gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT; } else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } if (gl_info->supported[EXT_FRAMEBUFFER_BLIT]) { gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT; } if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE]) { gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT; } } gl_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("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor); device = wined3d_guess_card(&shader_caps, &fragment_caps, gl_info->glsl_version, gl_renderer_str, &gl_vendor, &card_vendor); TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device); gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT; gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE; gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT; adapter->d3d_info.valid_rt_mask = 0; for (i = 0; i < gl_info->limits.buffers; ++i) adapter->d3d_info.valid_rt_mask |= (1 << i); 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("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("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, enum wined3d_scanline_ordering scanline_ordering) { const struct wined3d_adapter *adapter; const struct wined3d_format *format; unsigned int i = 0; unsigned int j = 0; UINT format_bits; DEVMODEW mode; TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n", wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering); if (adapter_idx >= wined3d->adapter_count) return 0; adapter = &wined3d->adapters[adapter_idx]; format = wined3d_get_format(&adapter->gl_info, format_id); format_bits = format->byte_count * CHAR_BIT; memset(&mode, 0, sizeof(mode)); mode.dmSize = sizeof(mode); while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0)) { if (mode.dmFields & DM_DISPLAYFLAGS) { if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE && (mode.u2.dmDisplayFlags & DM_INTERLACED)) continue; if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED && !(mode.u2.dmDisplayFlags & DM_INTERLACED)) continue; } 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("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx); return i; } /* 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, enum wined3d_scanline_ordering scanline_ordering, UINT mode_idx, struct wined3d_display_mode *mode) { const struct wined3d_adapter *adapter; const struct wined3d_format *format; UINT format_bits; DEVMODEW m; UINT i = 0; int j = 0; TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n", wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode); if (!mode || adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; adapter = &wined3d->adapters[adapter_idx]; format = wined3d_get_format(&adapter->gl_info, format_id); format_bits = format->byte_count * CHAR_BIT; memset(&m, 0, sizeof(m)); m.dmSize = sizeof(m); while (i <= mode_idx) { if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0)) { WARN("Invalid mode_idx %u.\n", mode_idx); return WINED3DERR_INVALIDCALL; } if (m.dmFields & DM_DISPLAYFLAGS) { if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE && (m.u2.dmDisplayFlags & DM_INTERLACED)) continue; if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED && !(m.u2.dmDisplayFlags & DM_INTERLACED)) continue; } if (format_id == WINED3DFMT_UNKNOWN) { /* This is for d3d8, do not enumerate P8 here. */ if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i; } else if (m.dmBitsPerPel == format_bits) { ++i; } } mode->width = m.dmPelsWidth; mode->height = m.dmPelsHeight; mode->refresh_rate = DEFAULT_REFRESH_RATE; if (m.dmFields & DM_DISPLAYFREQUENCY) mode->refresh_rate = m.dmDisplayFrequency; if (format_id == WINED3DFMT_UNKNOWN) mode->format_id = pixelformat_for_depth(m.dmBitsPerPel); else mode->format_id = format_id; if (!(m.dmFields & DM_DISPLAYFLAGS)) mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; else if (m.u2.dmDisplayFlags & DM_INTERLACED) mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED; else mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE; TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate, m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering); return WINED3D_OK; } HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) { const struct wined3d_adapter *adapter; DEVMODEW m; TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n", wined3d, adapter_idx, mode, rotation); if (!mode || adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; adapter = &wined3d->adapters[adapter_idx]; memset(&m, 0, sizeof(m)); m.dmSize = sizeof(m); EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0); mode->width = m.dmPelsWidth; mode->height = m.dmPelsHeight; mode->refresh_rate = DEFAULT_REFRESH_RATE; if (m.dmFields & DM_DISPLAYFREQUENCY) mode->refresh_rate = m.dmDisplayFrequency; mode->format_id = pixelformat_for_depth(m.dmBitsPerPel); /* Lie about the format. X11 can't change the color depth, and some apps * are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out * that GetDisplayMode still returns 24 bpp. This should probably be * handled in winex11 instead. */ if (adapter->screen_format && adapter->screen_format != mode->format_id) { WARN("Overriding format %s with stored format %s.\n", debug_d3dformat(mode->format_id), debug_d3dformat(adapter->screen_format)); mode->format_id = adapter->screen_format; } if (!(m.dmFields & DM_DISPLAYFLAGS)) mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; else if (m.u2.dmDisplayFlags & DM_INTERLACED) mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED; else mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE; if (rotation) { switch (m.u1.s2.dmDisplayOrientation) { case DMDO_DEFAULT: *rotation = WINED3D_DISPLAY_ROTATION_0; break; case DMDO_90: *rotation = WINED3D_DISPLAY_ROTATION_90; break; case DMDO_180: *rotation = WINED3D_DISPLAY_ROTATION_180; break; case DMDO_270: *rotation = WINED3D_DISPLAY_ROTATION_270; break; default: FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation); *rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED; break; } } TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id), mode->scanline_ordering); return WINED3D_OK; } HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d, UINT adapter_idx, const struct wined3d_display_mode *mode) { struct wined3d_adapter *adapter; DEVMODEW new_mode, current_mode; RECT clip_rc; LONG ret; enum wined3d_format_id new_format_id; TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; adapter = &wined3d->adapters[adapter_idx]; memset(&new_mode, 0, sizeof(new_mode)); new_mode.dmSize = sizeof(new_mode); memset(¤t_mode, 0, sizeof(current_mode)); current_mode.dmSize = sizeof(current_mode); if (mode) { const struct wined3d_format *format; TRACE("mode %ux%u@%u %s %#x.\n", mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id), mode->scanline_ordering); format = wined3d_get_format(&adapter->gl_info, mode->format_id); new_mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; new_mode.dmBitsPerPel = format->byte_count * CHAR_BIT; new_mode.dmPelsWidth = mode->width; new_mode.dmPelsHeight = mode->height; new_mode.dmDisplayFrequency = mode->refresh_rate; if (mode->refresh_rate) new_mode.dmFields |= DM_DISPLAYFREQUENCY; if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN) { new_mode.dmFields |= DM_DISPLAYFLAGS; if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED) new_mode.u2.dmDisplayFlags |= DM_INTERLACED; } new_format_id = mode->format_id; } else { if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_REGISTRY_SETTINGS, &new_mode)) { ERR("Failed to read mode from registry.\n"); return WINED3DERR_NOTAVAILABLE; } new_format_id = pixelformat_for_depth(new_mode.dmBitsPerPel); } /* Only change the mode if necessary. */ if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, ¤t_mode)) { ERR("Failed to get current display mode.\n"); } else if (current_mode.dmPelsWidth == new_mode.dmPelsWidth && current_mode.dmPelsHeight == new_mode.dmPelsHeight && current_mode.dmBitsPerPel == new_mode.dmBitsPerPel && (current_mode.dmDisplayFrequency == new_mode.dmDisplayFrequency || !(new_mode.dmFields & DM_DISPLAYFREQUENCY)) && (current_mode.u2.dmDisplayFlags == new_mode.u2.dmDisplayFlags || !(new_mode.dmFields & DM_DISPLAYFLAGS))) { TRACE("Skipping redundant mode setting call.\n"); return WINED3D_OK; } ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL); if (ret != DISP_CHANGE_SUCCESSFUL) { if (new_mode.dmFields & DM_DISPLAYFREQUENCY) { WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n"); new_mode.dmFields &= ~DM_DISPLAYFREQUENCY; new_mode.dmDisplayFrequency = 0; ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL); } if (ret != DISP_CHANGE_SUCCESSFUL) return WINED3DERR_NOTAVAILABLE; } /* Store the new values. */ adapter->screen_format = new_format_id; /* And finally clip mouse to our screen. */ SetRect(&clip_rc, 0, 0, new_mode.dmPelsWidth, new_mode.dmPelsHeight); ClipCursor(&clip_rc); 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, struct wined3d_adapter_identifier *identifier) { const struct wined3d_adapter *adapter; size_t len; TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n", wined3d, adapter_idx, flags, identifier); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; adapter = &wined3d->adapters[adapter_idx]; if (identifier->driver_size) { const char *name = adapter->driver_info.name; len = min(strlen(name), identifier->driver_size - 1); memcpy(identifier->driver, name, len); memset(&identifier->driver[len], 0, identifier->driver_size - len); } if (identifier->description_size) { const char *description = adapter->driver_info.description; len = min(strlen(description), identifier->description_size - 1); memcpy(identifier->description, description, len); memset(&identifier->description[len], 0, identifier->description_size - len); } /* Note that d3d8 doesn't supply a device name. */ if (identifier->device_name_size) { if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name, identifier->device_name_size, NULL, NULL)) { ERR("Failed to convert device name, last error %#x.\n", GetLastError()); return WINED3DERR_INVALIDCALL; } } 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 = min(~(SIZE_T)0, adapter->vram_bytes); return WINED3D_OK; } HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx, struct wined3d_raster_status *raster_status) { LONGLONG freq_per_frame, freq_per_line; LARGE_INTEGER counter, freq_per_sec; struct wined3d_display_mode mode; static UINT once; if (!once++) FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n", wined3d, adapter_idx, raster_status); else WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n", wined3d, adapter_idx, raster_status); /* Obtaining the raster status is a widely implemented but optional * feature. When this method returns OK StarCraft 2 expects the * raster_status->InVBlank value to actually change over time. * And Endless Alice Crysis doesn't care even if this method fails. * Thus this method returns OK and fakes raster_status by * QueryPerformanceCounter. */ if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec)) return WINED3DERR_INVALIDCALL; if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL))) return WINED3DERR_INVALIDCALL; if (mode.refresh_rate == DEFAULT_REFRESH_RATE) mode.refresh_rate = 60; freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate; /* Assume 20 scan lines in the vertical blank. */ freq_per_line = freq_per_frame / (mode.height + 20); raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line; if (raster_status->scan_line < mode.height) raster_status->in_vblank = FALSE; else { raster_status->scan_line = 0; raster_status->in_vblank = TRUE; } TRACE("Returning fake value, in_vblank %u, scan_line %u.\n", raster_status->in_vblank, raster_status->scan_line); return WINED3D_OK; } static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info, const struct wined3d_pixel_format *cfg, const struct wined3d_format *format) { BYTE redSize, greenSize, blueSize, alphaSize, colorBits; /* Float formats need FBOs. If FBOs are used this function isn't called */ if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) return FALSE; if(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 wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info, const struct wined3d_pixel_format *cfg, const struct wined3d_format *format) { BYTE depthSize, stencilSize; BOOL lockable = 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[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT) return FALSE; if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT)) lockable = TRUE; /* On some modern cards like the Geforce8/9 GLX doesn't offer some 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, enum wined3d_device_type 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("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[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_RENDERTARGET) && (ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) { TRACE("Formats match.\n"); return WINED3D_OK; } } else { const struct wined3d_pixel_format *cfgs; unsigned int cfg_count; unsigned int i; cfgs = adapter->cfgs; cfg_count = adapter->cfg_count; for (i = 0; i < cfg_count; ++i) { if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format) && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format)) { TRACE("Formats match.\n"); return WINED3D_OK; } } } TRACE("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, enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed, enum wined3d_multisample_type multisample_type, DWORD *quality_levels) { const struct wined3d_gl_info *gl_info; TRACE("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; gl_info = &wined3d->adapters[adapter_idx].gl_info; if (multisample_type > gl_info->limits.samples) { TRACE("Returning not supported.\n"); if (quality_levels) *quality_levels = 0; return WINED3DERR_NOTAVAILABLE; } if (quality_levels) { if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE) /* FIXME: This is probably wrong. */ *quality_levels = gl_info->limits.samples; else *quality_levels = 1; } return WINED3D_OK; } /* 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, enum wined3d_gl_resource_type gl_type) { /* Only allow depth/stencil formats */ if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE; /* Blacklist formats not supported on Windows */ switch (ds_format->id) { case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */ case WINED3DFMT_S4X4_UINT_D24_UNORM: TRACE("[FAILED] - not supported on windows.\n"); return FALSE; default: break; } 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[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE; } else { unsigned int i; /* Walk through all WGL pixel formats to find a match */ for (i = 0; i < adapter->cfg_count; ++i) { const struct wined3d_pixel_format *cfg = &adapter->cfgs[i]; if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format) && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format)) 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, enum wined3d_gl_resource_type gl_type) { /* Filter out non-RT formats */ if (!(check_format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE; if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize; BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize; const struct wined3d_pixel_format *cfgs = adapter->cfgs; unsigned int i; 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("[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 (i = 0; i < adapter->cfg_count; ++i) { if (cfgs[i].windowDrawable && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format)) { TRACE("Pixel format %d is compatible with format %s.\n", cfgs[i].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 CheckSurfaceCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *adapter_format, const struct wined3d_format *check_format, BOOL no3d) { if (no3d) { switch (check_format->id) { case WINED3DFMT_B8G8R8_UNORM: TRACE("[FAILED] - Not enumerated on Windows.\n"); return FALSE; 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("[OK]\n"); return TRUE; default: TRACE("[FAILED] - Not available on GDI surfaces.\n"); return FALSE; } } /* All formats that are supported for textures are supported for surfaces * as well. */ if (check_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE) return TRUE; /* All depth stencil formats are supported on surfaces */ if (CheckDepthStencilCapability(adapter, adapter_format, check_format, WINED3D_GL_RES_TYPE_TEX_2D)) 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, &adapter->d3d_info, WINED3D_BLIT_OP_COLOR_BLIT, NULL, WINED3D_POOL_DEFAULT, 0, check_format, NULL, WINED3D_POOL_DEFAULT, 0, adapter_format)) { TRACE("[OK]\n"); return TRUE; } /* Reject other formats */ TRACE("[FAILED]\n"); return FALSE; } /* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we * have to report mipmapping so we cannot reject WRAPANDMIP. 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 applications need that. */ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage, enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id) { 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 format_flags = 0; DWORD allowed_usage; enum wined3d_gl_resource_type gl_type; TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n" "resource_type %s, check_format %s.\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)); if (adapter_idx >= wined3d->adapter_count) return WINED3DERR_INVALIDCALL; switch (resource_type) { case WINED3D_RTYPE_CUBE_TEXTURE: format_flags |= WINED3DFMT_FLAG_TEXTURE; allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP | WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_SOFTWAREPROCESSING | WINED3DUSAGE_QUERY_FILTER | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING | WINED3DUSAGE_QUERY_SRGBREAD | WINED3DUSAGE_QUERY_SRGBWRITE | WINED3DUSAGE_QUERY_VERTEXTEXTURE | WINED3DUSAGE_QUERY_WRAPANDMIP; gl_type = WINED3D_GL_RES_TYPE_TEX_CUBE; break; case WINED3D_RTYPE_SURFACE: if (!CheckSurfaceCapability(adapter, adapter_format, format, wined3d->flags & WINED3D_NO3D)) { TRACE("[FAILED] - Not supported for plain surfaces.\n"); return WINED3DERR_NOTAVAILABLE; } allowed_usage = WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; gl_type = WINED3D_GL_RES_TYPE_TEX_2D; break; case WINED3D_RTYPE_TEXTURE: if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW]) { TRACE("[FAILED] - No shadow sampler support.\n"); return WINED3DERR_NOTAVAILABLE; } format_flags |= WINED3DFMT_FLAG_TEXTURE; allowed_usage = WINED3DUSAGE_AUTOGENMIPMAP | WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_SOFTWAREPROCESSING | WINED3DUSAGE_QUERY_FILTER | WINED3DUSAGE_QUERY_LEGACYBUMPMAP | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING | WINED3DUSAGE_QUERY_SRGBREAD | WINED3DUSAGE_QUERY_SRGBWRITE | WINED3DUSAGE_QUERY_VERTEXTEXTURE | WINED3DUSAGE_QUERY_WRAPANDMIP; gl_type = WINED3D_GL_RES_TYPE_TEX_2D; break; case WINED3D_RTYPE_VOLUME_TEXTURE: case WINED3D_RTYPE_VOLUME: format_flags |= WINED3DFMT_FLAG_TEXTURE; allowed_usage = WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_SOFTWAREPROCESSING | WINED3DUSAGE_QUERY_FILTER | WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING | WINED3DUSAGE_QUERY_SRGBREAD | WINED3DUSAGE_QUERY_SRGBWRITE | WINED3DUSAGE_QUERY_VERTEXTEXTURE | WINED3DUSAGE_QUERY_WRAPANDMIP; gl_type = WINED3D_GL_RES_TYPE_TEX_3D; break; default: FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type)); return WINED3DERR_NOTAVAILABLE; } if ((usage & allowed_usage) != usage) { TRACE("Requested usage %#x, but resource type %s only allows %#x.\n", usage, debug_d3dresourcetype(resource_type), allowed_usage); return WINED3DERR_NOTAVAILABLE; } if (usage & WINED3DUSAGE_QUERY_FILTER) format_flags |= WINED3DFMT_FLAG_FILTERING; if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; if (usage & WINED3DUSAGE_QUERY_SRGBREAD) format_flags |= WINED3DFMT_FLAG_SRGB_READ; if (usage & WINED3DUSAGE_QUERY_SRGBWRITE) format_flags |= WINED3DFMT_FLAG_SRGB_WRITE; if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) format_flags |= WINED3DFMT_FLAG_VTF; if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) format_flags |= WINED3DFMT_FLAG_BUMPMAP; if ((format->flags[gl_type] & format_flags) != format_flags) { TRACE("Requested format flags %#x, but format %s only has %#x.\n", format_flags, debug_d3dformat(check_format_id), format->flags[gl_type]); return WINED3DERR_NOTAVAILABLE; } if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D)) { TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n"); return WINED3DERR_NOTAVAILABLE; } if ((usage & WINED3DUSAGE_DEPTHSTENCIL) && !CheckDepthStencilCapability(adapter, adapter_format, format, gl_type)) { TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n", debug_d3dformat(check_format_id)); return WINED3DERR_NOTAVAILABLE; } if ((usage & WINED3DUSAGE_RENDERTARGET) && !CheckRenderTargetCapability(adapter, adapter_format, format, gl_type)) { TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n", debug_d3dformat(check_format_id)); return WINED3DERR_NOTAVAILABLE; } if ((usage & WINED3DUSAGE_AUTOGENMIPMAP) && !gl_info->supported[SGIS_GENERATE_MIPMAP]) { TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n"); return WINED3DOK_NOAUTOGEN; } return WINED3D_OK; } UINT CDECL wined3d_calculate_format_pitch(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_format_id format_id, UINT width) { const struct wined3d_gl_info *gl_info; TRACE("wined3d %p, adapter_idx %u, format_id %s, width %u.\n", wined3d, adapter_idx, debug_d3dformat(format_id), width); if (adapter_idx >= wined3d->adapter_count) return ~0u; gl_info = &wined3d->adapters[adapter_idx].gl_info; return wined3d_format_calculate_pitch(wined3d_get_format(gl_info, format_id), width); } HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type 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, enum wined3d_device_type device_type, enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed) { BOOL present_conversion = wined3d->flags & WINED3D_PRESENT_CONVERSION; 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. */ /* 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("Format %s is not supported as display format.\n", debug_d3dformat(display_format)); return WINED3DERR_NOTAVAILABLE; } if (!windowed) { /* If the requested display format is not available, don't continue. */ if (!wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN)) { TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format)); return WINED3DERR_NOTAVAILABLE; } present_conversion = FALSE; } else if (display_format == WINED3DFMT_B10G10R10A2_UNORM) { /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode. */ TRACE("Unsupported format combination %s / %s in windowed mode.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } if (present_conversion) { /* Use the display format as back buffer format if the latter is * WINED3DFMT_UNKNOWN. */ if (backbuffer_format == WINED3DFMT_UNKNOWN) backbuffer_format = display_format; if (FAILED(wined3d_check_device_format_conversion(wined3d, adapter_idx, device_type, backbuffer_format, display_format))) { TRACE("Format conversion from %s to %s not supported.\n", debug_d3dformat(backbuffer_format), debug_d3dformat(display_format)); return WINED3DERR_NOTAVAILABLE; } } else { /* When format conversion from the back buffer format to the display * format is not allowed, only a limited number of combinations are * valid. */ if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM) { TRACE("Unsupported format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } if (display_format == WINED3DFMT_B5G5R5X1_UNORM && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM)) { TRACE("Unsupported format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } if (display_format == WINED3DFMT_B8G8R8X8_UNORM && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM)) { TRACE("Unsupported format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } if (display_format == WINED3DFMT_B10G10R10A2_UNORM && backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM) { TRACE("Unsupported format combination %s / %s.\n", debug_d3dformat(display_format), debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } } /* Validate that the back buffer format is usable for render targets. */ if (FAILED(wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format, WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_SURFACE, backbuffer_format))) { TRACE("Format %s not allowed for render targets.\n", debug_d3dformat(backbuffer_format)); return WINED3DERR_NOTAVAILABLE; } return WINED3D_OK; } HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, WINED3DCAPS *caps) { const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx]; const struct wined3d_gl_info *gl_info = &adapter->gl_info; struct shader_caps shader_caps; struct fragment_caps fragment_caps; struct wined3d_vertex_caps vertex_caps; DWORD ckey_caps, blit_caps, fx_caps; TRACE("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; caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_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; 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; if (gl_info->supported[ARB_FRAMEBUFFER_SRGB]) caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT; 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; } caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS | WINED3DPCMPCAPS_EQUAL | WINED3DPCMPCAPS_GREATER | WINED3DPCMPCAPS_GREATEREQUAL | WINED3DPCMPCAPS_LESS | WINED3DPCMPCAPS_LESSEQUAL | WINED3DPCMPCAPS_NEVER | WINED3DPCMPCAPS_NOTEQUAL; /* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA * are legacy settings for srcblend only. */ 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; if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT; if (gl_info->supported[EXT_BLEND_COLOR]) { caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; } 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[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]) { 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[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]) { 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[WINED3D_GL_VERSION_2_0] || gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL]) { caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED; } caps->MaxAnisotropy = gl_info->limits.anisotropy; caps->MaxPointSize = gl_info->limits.pointsize_max; caps->MaxPrimitiveCount = 0x555555; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */ caps->MaxVertexIndex = 0xffffff; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */ 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); adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps); /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */ caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps; caps->VertexShaderVersion = shader_caps.vs_version; caps->MaxVertexShaderConst = shader_caps.vs_uniform_count; caps->PixelShaderVersion = shader_caps.ps_version; caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value; caps->TextureOpCaps = fragment_caps.TextureOpCaps; caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages; caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures; caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes; caps->MaxActiveLights = vertex_caps.max_active_lights; caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices; caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index; caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps; caps->FVFCaps = vertex_caps.fvf_caps; caps->RasterCaps |= vertex_caps.raster_caps; /* 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 >= 3) { /* 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.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps); /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */ caps->VS20Caps.static_flow_control_depth = 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); caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT; } else if (caps->VertexShaderVersion == 2) { caps->VS20Caps.caps = 0; caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH; caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps); caps->VS20Caps.static_flow_control_depth = 1; caps->MaxVShaderInstructionsExecuted = 65535; caps->MaxVertexShader30InstructionSlots = 0; } else { /* VS 1.x */ caps->VS20Caps.caps = 0; caps->VS20Caps.dynamic_flow_control_depth = 0; caps->VS20Caps.temp_count = 0; caps->VS20Caps.static_flow_control_depth = 0; caps->MaxVShaderInstructionsExecuted = 0; caps->MaxVertexShader30InstructionSlots = 0; } if (caps->PixelShaderVersion >= 3) { /* 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.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps); /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */ caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */ caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; caps->MaxPShaderInstructionsExecuted = 65535; caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.limits.arb_ps_instructions); } else if(caps->PixelShaderVersion == 2) { /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */ caps->PS20Caps.caps = 0; caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */ caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps); caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */ /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */ caps->PS20Caps.instruction_slot_count = 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.dynamic_flow_control_depth = 0; caps->PS20Caps.temp_count = 0; caps->PS20Caps.static_flow_control_depth = 0; caps->PS20Caps.instruction_slot_count = 0; caps->MaxPShaderInstructionsExecuted = 0; caps->MaxPixelShader30InstructionSlots = 0; } if (caps->VertexShaderVersion >= 2) { /* 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_BLTSHRINKYN | 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; /* Fill the ddraw caps structure */ caps->ddraw_caps.caps = WINEDDCAPS_GDI | WINEDDCAPS_PALETTE | blit_caps; caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED | WINEDDCAPS2_NOPAGELOCKREQUIRED | WINEDDCAPS2_PRIMARYGAMMA | WINEDDCAPS2_WIDESURFACES | WINEDDCAPS2_CANRENDERWINDOWED; caps->ddraw_caps.color_key_caps = ckey_caps; caps->ddraw_caps.fx_caps = fx_caps; caps->ddraw_caps.svb_caps = blit_caps; caps->ddraw_caps.svb_color_key_caps = ckey_caps; caps->ddraw_caps.svb_fx_caps = fx_caps; caps->ddraw_caps.vsb_caps = blit_caps; caps->ddraw_caps.vsb_color_key_caps = ckey_caps; caps->ddraw_caps.vsb_fx_caps = fx_caps; caps->ddraw_caps.ssb_caps = blit_caps; caps->ddraw_caps.ssb_color_key_caps = ckey_caps; caps->ddraw_caps.ssb_fx_caps = fx_caps; caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA | WINEDDSCAPS_BACKBUFFER | WINEDDSCAPS_FLIP | WINEDDSCAPS_FRONTBUFFER | WINEDDSCAPS_OFFSCREENPLAIN | WINEDDSCAPS_PALETTE | WINEDDSCAPS_PRIMARYSURFACE | WINEDDSCAPS_SYSTEMMEMORY | WINEDDSCAPS_VIDEOMEMORY | WINEDDSCAPS_VISIBLE; if (!(wined3d->flags & WINED3D_NO3D)) { caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE | WINEDDSCAPS_MIPMAP | WINEDDSCAPS_TEXTURE | WINEDDSCAPS_ZBUFFER; caps->ddraw_caps.caps |= WINEDDCAPS_3D; } return WINED3D_OK; } HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent, struct wined3d_device **device) { struct wined3d_device *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) return E_OUTOFMEMORY; hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, surface_alignment, 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 = object; device_parent->ops->wined3d_device_created(device_parent, *device); return WINED3D_OK; } 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"); context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos), D3DCOLOR_B_G(pos), D3DCOLOR_B_B(pos), D3DCOLOR_B_A(pos)); } static void WINE_GLAPI position_float4(const void *data) { const GLfloat *pos = data; if (pos[3] != 0.0f && pos[3] != 1.0f) { float w = 1.0f / pos[3]; context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w); } else { context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos); } } static void WINE_GLAPI diffuse_d3dcolor(const void *data) { DWORD diffuseColor = *((const DWORD *)data); context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor), D3DCOLOR_B_G(diffuseColor), D3DCOLOR_B_B(diffuseColor), D3DCOLOR_B_A(diffuseColor)); } static void WINE_GLAPI specular_d3dcolor(const void *data) { DWORD specularColor = *((const DWORD *)data); GLubyte d[] = { D3DCOLOR_B_R(specularColor), D3DCOLOR_B_G(specularColor), D3DCOLOR_B_B(specularColor) }; context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d); } static void WINE_GLAPI warn_no_specular_func(const void *data) { WARN("GL_EXT_secondary_color not supported\n"); } static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; struct wined3d_d3d_info *d3d_info = &adapter->d3d_info; struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops; ops->position[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; ops->position[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv; if (!d3d_info->xyzrhw) ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4; else ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv; ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor; ops->position[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; ops->position[WINED3D_FFP_EMIT_SHORT2] = invalid_func; ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv; ops->position[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func; ops->position[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; ops->position[WINED3D_FFP_EMIT_SHORT4N] = invalid_func; ops->position[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; ops->position[WINED3D_FFP_EMIT_USHORT4N] = invalid_func; ops->position[WINED3D_FFP_EMIT_UDEC3] = invalid_func; ops->position[WINED3D_FFP_EMIT_DEC3N] = invalid_func; ops->position[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; ops->position[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; ops->position[WINED3D_FFP_EMIT_INVALID] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv; ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv; ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor; ops->diffuse[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_SHORT2] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_SHORT4] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv; ops->diffuse[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv; ops->diffuse[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv; ops->diffuse[WINED3D_FFP_EMIT_UDEC3] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_DEC3N] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; ops->diffuse[WINED3D_FFP_EMIT_INVALID] = invalid_func; /* No 4 component entry points here. */ ops->specular[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; ops->specular[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; if (gl_info->supported[EXT_SECONDARY_COLOR]) ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT); else ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func; ops->specular[WINED3D_FFP_EMIT_FLOAT4] = invalid_func; if (gl_info->supported[EXT_SECONDARY_COLOR]) ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor; else ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func; ops->specular[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; ops->specular[WINED3D_FFP_EMIT_SHORT2] = invalid_func; ops->specular[WINED3D_FFP_EMIT_SHORT4] = invalid_func; ops->specular[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func; ops->specular[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; ops->specular[WINED3D_FFP_EMIT_SHORT4N] = invalid_func; ops->specular[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; ops->specular[WINED3D_FFP_EMIT_USHORT4N] = invalid_func; ops->specular[WINED3D_FFP_EMIT_UDEC3] = invalid_func; ops->specular[WINED3D_FFP_EMIT_DEC3N] = invalid_func; ops->specular[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; ops->specular[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; ops->specular[WINED3D_FFP_EMIT_INVALID] = 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. */ ops->normal[WINED3D_FFP_EMIT_FLOAT1] = invalid_func; ops->normal[WINED3D_FFP_EMIT_FLOAT2] = invalid_func; ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv; /* Just ignore the 4th value. */ ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv; ops->normal[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func; ops->normal[WINED3D_FFP_EMIT_UBYTE4] = invalid_func; ops->normal[WINED3D_FFP_EMIT_SHORT2] = invalid_func; ops->normal[WINED3D_FFP_EMIT_SHORT4] = invalid_func; ops->normal[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func; ops->normal[WINED3D_FFP_EMIT_SHORT2N] = invalid_func; ops->normal[WINED3D_FFP_EMIT_SHORT4N] = invalid_func; ops->normal[WINED3D_FFP_EMIT_USHORT2N] = invalid_func; ops->normal[WINED3D_FFP_EMIT_USHORT4N] = invalid_func; ops->normal[WINED3D_FFP_EMIT_UDEC3] = invalid_func; ops->normal[WINED3D_FFP_EMIT_DEC3N] = invalid_func; ops->normal[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func; ops->normal[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func; ops->normal[WINED3D_FFP_EMIT_INVALID] = invalid_func; ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB; ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB; ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB; ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB; ops->texcoord[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB; ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB; ops->texcoord[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func; ops->texcoord[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. */ ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV; ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV; } else { ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func; ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func; } ops->texcoord[WINED3D_FFP_EMIT_INVALID] = invalid_texcoord_func; } static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; int i; if (gl_info->supported[WGL_ARB_PIXEL_FORMAT]) { UINT attrib_count = 0; GLint cfg_count; int attribs[11]; int values[11]; int attribute; attribute = WGL_NUMBER_PIXEL_FORMATS_ARB; GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count)); adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs)); attribs[attrib_count++] = WGL_RED_BITS_ARB; attribs[attrib_count++] = WGL_GREEN_BITS_ARB; attribs[attrib_count++] = WGL_BLUE_BITS_ARB; attribs[attrib_count++] = WGL_ALPHA_BITS_ARB; attribs[attrib_count++] = WGL_COLOR_BITS_ARB; attribs[attrib_count++] = WGL_DEPTH_BITS_ARB; attribs[attrib_count++] = WGL_STENCIL_BITS_ARB; attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB; attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB; attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB; attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB; for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i) { struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count]; int format_id = i + 1; if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values))) continue; cfg->iPixelFormat = format_id; cfg->redSize = values[0]; cfg->greenSize = values[1]; cfg->blueSize = values[2]; cfg->alphaSize = values[3]; cfg->colorSize = values[4]; cfg->depthSize = values[5]; cfg->stencilSize = values[6]; cfg->windowDrawable = values[7]; cfg->iPixelType = values[8]; cfg->doubleBuffer = values[9]; cfg->auxBuffers = values[10]; cfg->numSamples = 0; /* Check multisample support. */ if (gl_info->supported[ARB_MULTISAMPLE]) { int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB}; int values[2]; if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values))) { /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether * multisampling is supported. values[1] = number of * multisample buffers. */ if (values[0]) cfg->numSamples = values[1]; } } TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, " "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n", cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer, cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize, cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable); ++adapter->cfg_count; } } else { int cfg_count; cfg_count = DescribePixelFormat(dc, 0, 0, 0); adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, cfg_count * sizeof(*adapter->cfgs)); for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i) { struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count]; PIXELFORMATDESCRIPTOR pfd; int format_id = i + 1; if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd)) continue; /* We only want HW acceleration using an OpenGL ICD driver. * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering. * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD * driver (e.g. 3dfx minigl). */ if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED)) { TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id); continue; } cfg->iPixelFormat = format_id; cfg->redSize = pfd.cRedBits; cfg->greenSize = pfd.cGreenBits; cfg->blueSize = pfd.cBlueBits; cfg->alphaSize = pfd.cAlphaBits; cfg->colorSize = pfd.cColorBits; cfg->depthSize = pfd.cDepthBits; cfg->stencilSize = pfd.cStencilBits; cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0; cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB; cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0; cfg->auxBuffers = pfd.cAuxBuffers; cfg->numSamples = 0; TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, " "depth=%d, stencil=%d, windowDrawable=%d\n", cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer, cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize, cfg->depthSize, cfg->stencilSize, cfg->windowDrawable); ++adapter->cfg_count; } } } static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal) { struct wined3d_gl_info *gl_info = &adapter->gl_info; struct wined3d_caps_gl_ctx caps_gl_ctx = {0}; unsigned int ctx_attrib_idx = 0; DISPLAY_DEVICEW display_device; GLint ctx_attribs[3]; TRACE("adapter %p, ordinal %u.\n", adapter, ordinal); adapter->ordinal = ordinal; adapter->monitorPoint.x = -1; adapter->monitorPoint.y = -1; /* Dynamically load all GL core functions */ #ifdef USE_WIN32_OPENGL { HMODULE mod_gl = GetModuleHandleA("opengl32.dll"); #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f); ALL_WGL_FUNCS #undef USE_GL_FUNC gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers"); } #else /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */ { HDC hdc = GetDC( 0 ); const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION ); ReleaseDC( 0, hdc ); if (!wgl_driver || wgl_driver == (void *)-1) return FALSE; gl_info->gl_ops.wgl = wgl_driver->wgl; gl_info->gl_ops.gl = wgl_driver->gl; } #endif glEnableWINE = gl_info->gl_ops.gl.p_glEnable; glDisableWINE = gl_info->gl_ops.gl.p_glDisable; if (!AllocateLocallyUniqueId(&adapter->luid)) { ERR("Failed to set adapter LUID (%#x).\n", GetLastError()); return FALSE; } TRACE("Allocated LUID %08x:%08x for adapter %p.\n", adapter->luid.HighPart, adapter->luid.LowPart, adapter); if (!wined3d_caps_gl_ctx_create(&caps_gl_ctx)) { ERR("Failed to get a GL context for adapter %p.\n", adapter); return FALSE; } if (context_debug_output_enabled(gl_info)) { ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_FLAGS_ARB; ctx_attribs[ctx_attrib_idx++] = WGL_CONTEXT_DEBUG_BIT_ARB; } ctx_attribs[ctx_attrib_idx] = 0; wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info, ctx_attribs); if (!wined3d_adapter_init_gl_caps(adapter)) { ERR("Failed to initialize GL caps for adapter %p.\n", adapter); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); return FALSE; } wined3d_adapter_init_fb_cfgs(adapter, caps_gl_ctx.dc); /* We haven't found any suitable formats. This should only happen in * case of GDI software rendering, which is pretty useless anyway. */ if (!adapter->cfg_count) { WARN("No suitable pixel formats found.\n"); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); HeapFree(GetProcessHeap(), 0, adapter->cfgs); return FALSE; } if (!wined3d_adapter_init_format_info(adapter)) { ERR("Failed to initialize GL format info.\n"); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); HeapFree(GetProcessHeap(), 0, adapter->cfgs); return FALSE; } adapter->vram_bytes = adapter->driver_info.vram_bytes; adapter->vram_bytes_used = 0; TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(adapter->vram_bytes)); display_device.cb = sizeof(display_device); EnumDisplayDevicesW(NULL, ordinal, &display_device, 0); TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName)); strcpyW(adapter->DeviceName, display_device.DeviceName); wined3d_caps_gl_ctx_destroy(&caps_gl_ctx); wined3d_adapter_init_ffp_attrib_ops(adapter); return TRUE; } static void wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal) { DISPLAY_DEVICEW display_device; memset(adapter, 0, sizeof(*adapter)); adapter->ordinal = ordinal; adapter->monitorPoint.x = -1; adapter->monitorPoint.y = -1; adapter->driver_info.name = "Display"; adapter->driver_info.description = "WineD3D DirectDraw Emulation"; if (wined3d_settings.emulated_textureram) adapter->vram_bytes = wined3d_settings.emulated_textureram; else adapter->vram_bytes = 128 * 1024 * 1024; initPixelFormatsNoGL(&adapter->gl_info); adapter->vertex_pipe = &none_vertex_pipe; adapter->fragment_pipe = &none_fragment_pipe; adapter->shader_backend = &none_shader_backend; adapter->blitter = &cpu_blit; display_device.cb = sizeof(display_device); EnumDisplayDevicesW(NULL, ordinal, &display_device, 0); TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName)); strcpyW(adapter->DeviceName, display_device.DeviceName); } static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {} const struct wined3d_parent_ops wined3d_null_parent_ops = { wined3d_null_wined3d_object_destroyed, }; HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) { wined3d->ref = 1; wined3d->flags = flags; TRACE("Initializing adapters.\n"); if (flags & WINED3D_NO3D) { wined3d_adapter_init_nogl(&wined3d->adapters[0], 0); wined3d->adapter_count = 1; return WINED3D_OK; } if (!wined3d_adapter_init(&wined3d->adapters[0], 0)) { WARN("Failed to initialize adapter.\n"); return E_FAIL; } wined3d->adapter_count = 1; return WINED3D_OK; }