Sweden-Number/dlls/wined3d/directx.c

5380 lines
239 KiB
C

/*
* IWineD3D implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
#define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
/* The d3d device ID */
static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
/* Extension detection */
static const struct {
const char *extension_string;
GL_SupportedExt extension;
DWORD version;
} EXTENSION_MAP[] = {
/* APPLE */
{"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
{"GL_APPLE_fence", APPLE_FENCE, 0 },
{"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
{"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
{"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
{"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
/* ARB */
{"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
{"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
{"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
{"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
{"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
{"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
{"GL_ARB_imaging", ARB_IMAGING, 0 },
{"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
{"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
{"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
{"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
{"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
{"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
{"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
{"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
{"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
{"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
{"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
{"GL_ARB_shadow", ARB_SHADOW, 0 },
{"GL_ARB_sync", ARB_SYNC, 0 },
{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
{"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
{"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
{"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
{"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
{"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
{"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
{"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
{"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
{"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
{"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
{"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
{"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
{"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
{"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
{"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
{"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
/* ATI */
{"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
{"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
{"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
{"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
{"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
/* EXT */
{"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
{"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
{"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
{"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
{"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
{"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
{"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
{"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
{"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
{"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
{"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
{"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
{"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
{"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
{"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
{"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
{"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
{"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
{"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
{"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
{"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
{"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
{"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
{"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
{"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
{"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
{"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
{"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
{"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
/* NV */
{"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
{"GL_NV_fence", NV_FENCE, 0 },
{"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
{"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
{"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
{"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
{"GL_NV_half_float", NV_HALF_FLOAT, 0 },
{"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
{"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
{"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
{"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
{"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
{"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
{"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
{"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
{"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
{"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
{"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
{"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
{"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
/* SGI */
{"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
};
/**********************************************************
* Utility functions follow
**********************************************************/
const struct min_lookup minMipLookup[] =
{
/* NONE POINT LINEAR */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
{{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
{{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
};
const struct min_lookup minMipLookup_noFilter[] =
{
/* NONE POINT LINEAR */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
};
const struct min_lookup minMipLookup_noMip[] =
{
/* NONE POINT LINEAR */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
{{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
};
const GLenum magLookup[] =
{
/* NONE POINT LINEAR */
GL_NEAREST, GL_NEAREST, GL_LINEAR,
};
const GLenum magLookup_noFilter[] =
{
/* NONE POINT LINEAR */
GL_NEAREST, GL_NEAREST, GL_NEAREST,
};
/* drawStridedSlow attributes */
glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
glAttribFunc specular_func_3ubv;
glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
/**
* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
* i.e., there is no GL Context - Get a default rendering context to enable the
* function query some info from GL.
*/
struct wined3d_fake_gl_ctx
{
HDC dc;
HWND wnd;
HGLRC gl_ctx;
HDC restore_dc;
HGLRC restore_gl_ctx;
};
static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
{
TRACE_(d3d_caps)("Destroying fake GL context.\n");
if (!pwglMakeCurrent(NULL, NULL))
{
ERR_(d3d_caps)("Failed to disable fake GL context.\n");
}
if (!pwglDeleteContext(ctx->gl_ctx))
{
DWORD err = GetLastError();
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
}
ReleaseDC(ctx->wnd, ctx->dc);
DestroyWindow(ctx->wnd);
if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
{
ERR_(d3d_caps)("Failed to restore previous GL context.\n");
}
}
/* Do not call while under the GL lock. */
static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
{
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
TRACE("getting context...\n");
ctx->restore_dc = pwglGetCurrentDC();
ctx->restore_gl_ctx = pwglGetCurrentContext();
/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
if (!ctx->wnd)
{
ERR_(d3d_caps)("Failed to create a window.\n");
goto fail;
}
ctx->dc = GetDC(ctx->wnd);
if (!ctx->dc)
{
ERR_(d3d_caps)("Failed to get a DC.\n");
goto fail;
}
/* PixelFormat selection */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
if (!iPixelFormat)
{
/* If this happens something is very wrong as ChoosePixelFormat barely fails. */
ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
goto fail;
}
DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
/* Create a GL context. */
ctx->gl_ctx = pwglCreateContext(ctx->dc);
if (!ctx->gl_ctx)
{
WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
goto fail;
}
/* Make it the current GL context. */
if (!context_set_current(NULL))
{
ERR_(d3d_caps)("Failed to clear current D3D context.\n");
}
if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
{
ERR_(d3d_caps)("Failed to make fake GL context current.\n");
goto fail;
}
return TRUE;
fail:
if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
ctx->gl_ctx = NULL;
if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
ctx->dc = NULL;
if (ctx->wnd) DestroyWindow(ctx->wnd);
ctx->wnd = NULL;
if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
{
ERR_(d3d_caps)("Failed to restore previous GL context.\n");
}
return FALSE;
}
/* Adjust the amount of used texture memory */
unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
{
struct wined3d_adapter *adapter = device->adapter;
adapter->UsedTextureRam += glram;
TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
return adapter->UsedTextureRam;
}
static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
{
HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
HeapFree(GetProcessHeap(), 0, adapter->cfgs);
}
ULONG CDECL wined3d_incref(struct wined3d *wined3d)
{
ULONG refcount = InterlockedIncrement(&wined3d->ref);
TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
return refcount;
}
ULONG CDECL wined3d_decref(struct wined3d *wined3d)
{
ULONG refcount = InterlockedDecrement(&wined3d->ref);
TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
if (!refcount)
{
unsigned int i;
for (i = 0; i < wined3d->adapter_count; ++i)
{
wined3d_adapter_cleanup(&wined3d->adapters[i]);
}
HeapFree(GetProcessHeap(), 0, wined3d);
}
return refcount;
}
/**********************************************************
* IWineD3D parts follows
**********************************************************/
/* GL locking is done by the caller */
static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
{
GLuint prog;
BOOL ret = FALSE;
const char *testcode =
"!!ARBvp1.0\n"
"PARAM C[66] = { program.env[0..65] };\n"
"ADDRESS A0;"
"PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
"ARL A0.x, zero.x;\n"
"MOV result.position, C[A0.x + 65];\n"
"END\n";
while(glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog) {
ERR("Failed to create an ARB offset limit test program\n");
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
if (glGetError())
{
TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
} else TRACE("OpenGL implementation allows offsets > 63\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("ARB vp offset limit test cleanup");
return ret;
}
static DWORD ver_for_ext(GL_SupportedExt ext)
{
unsigned int i;
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
if(EXTENSION_MAP[i].extension == ext) {
return EXTENSION_MAP[i].version;
}
}
return 0;
}
static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_9500) return TRUE;
if (device == CARD_AMD_RADEON_X700) return TRUE;
if (device == CARD_AMD_RADEON_X1600) return TRUE;
return FALSE;
}
static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor == HW_VENDOR_NVIDIA)
{
if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
device == CARD_NVIDIA_GEFORCEFX_5600 ||
device == CARD_NVIDIA_GEFORCEFX_5800)
{
return TRUE;
}
}
return FALSE;
}
static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
*
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL.
*
* This test has been moved into wined3d_guess_gl_vendor()
*/
if (gl_vendor == GL_VENDOR_APPLE)
{
return TRUE;
}
return FALSE;
}
/* Context activation is done by the caller. */
static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
{
/* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
* but glTexSubImage from a PBO fails miserably, with the first line repeated over
* all the texture. This function detects this bug by its symptom and disables PBOs
* if the test fails.
*
* The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
* GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
* for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
* read back is compared to the original. If they are equal PBOs are assumed to work,
* otherwise the PBO extension is disabled. */
GLuint texture, pbo;
static const unsigned int pattern[] =
{
0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
};
unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
/* No PBO -> No point in testing them. */
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
ENTER_GL();
while (glGetError());
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
checkGLcall("Specifying the PBO test texture");
GL_EXTCALL(glGenBuffersARB(1, &pbo));
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
checkGLcall("Specifying the PBO test pbo");
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("Loading the PBO test texture");
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
LEAVE_GL();
wglFinish(); /* just to be sure */
memset(check, 0, sizeof(check));
ENTER_GL();
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
checkGLcall("Reading back the PBO test texture");
glDeleteTextures(1, &texture);
GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
checkGLcall("PBO test cleanup");
LEAVE_GL();
if (memcmp(check, pattern, sizeof(check)))
{
WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
}
else
{
TRACE_(d3d_caps)("PBO test successful.\n");
}
}
static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
}
static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_X1600) return FALSE;
return TRUE;
}
static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return gl_vendor == GL_VENDOR_FGLRX;
}
static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
* 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
* This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
* varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
* hardcoded
*
* dx10 cards usually have 64 varyings */
return gl_info->limits.glsl_varyings > 44;
}
/* A GL context is provided by the caller */
static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
GLenum error;
DWORD data[16];
if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
ENTER_GL();
while(glGetError());
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
error = glGetError();
LEAVE_GL();
if(error == GL_NO_ERROR)
{
TRACE("GL Implementation accepts 4 component specular color pointers\n");
return TRUE;
}
else
{
TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
debug_glerror(error));
return FALSE;
}
}
static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
return gl_info->supported[NV_TEXTURE_SHADER];
}
/* A GL context is provided by the caller */
static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
GLuint prog;
BOOL ret = FALSE;
GLint pos;
const char *testcode =
"!!ARBvp1.0\n"
"OPTION NV_vertex_program2;\n"
"MOV result.clip[0], 0.0;\n"
"MOV result.position, 0.0;\n"
"END\n";
if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
ENTER_GL();
while(glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog)
{
ERR("Failed to create the NVvp clip test program\n");
LEAVE_GL();
return FALSE;
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
if(pos != -1)
{
WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
while(glGetError());
}
else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
LEAVE_GL();
return ret;
}
/* Context activation is done by the caller. */
static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
char data[4 * 4 * 4];
GLuint tex, fbo;
GLenum status;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
memset(data, 0xcc, sizeof(data));
ENTER_GL();
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
checkGLcall("glCheckFramebufferStatus");
memset(data, 0x11, sizeof(data));
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glTexSubImage2D");
glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
LEAVE_GL();
return *(DWORD *)data == 0x11111111;
}
static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
{
TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
}
static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
{
quirk_arb_constants(gl_info);
/* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
* Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
* allow 48 different offsets or other helper immediate values. */
TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
}
/* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
* on more than one texture unit. This means that the d3d9 visual point size test will cause a
* kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
* quirk only enables point sprites on the first texture unit. This keeps point sprites working in
* most games, but avoids the crash
*
* A more sophisticated way would be to find all units that need texture coordinates and enable
* point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
* if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
*
* Note that disabling the extension entirely does not gain predictability because there is no point
* sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
{
if (gl_info->supported[ARB_POINT_SPRITE])
{
TRACE("Limiting point sprites to one texture unit.\n");
gl_info->limits.point_sprite_units = 1;
}
}
static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
{
quirk_arb_constants(gl_info);
/* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
* these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
* If real NP2 textures are used, the driver falls back to software. We could just remove the
* extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
* due to the non-normalized texture coordinates. Thus set an internal extension flag,
* GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
* as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
*
* fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
* has this extension promoted to core. The extension loading code sets this extension supported
* due to that, so this code works on fglrx as well. */
if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
}
/* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
* it is generally more efficient. Reserve just 8 constants. */
TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
}
static void quirk_no_np2(struct wined3d_gl_info *gl_info)
{
/* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
* doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
* This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
* within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
* FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
* We therefore completely remove ARB_tex_npot from the list of supported extensions.
*
* Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
* triggering the software fallback. There is not much we can do here apart from disabling the
* software-emulated extension and reenable ARB_tex_rect (which was previously disabled
* in IWineD3DImpl_FillGLCaps).
* This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
* post-processing effects in the game "Max Payne 2").
* The behaviour can be verified through a simple test app attached in bugreport #14724. */
TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
}
static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
{
/* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
* with fixed function fragment processing. Ideally this flag should be detected with a test shader
* and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
* do not like vertex shaders in feedback mode and return an error, even though it should be valid
* according to the spec.
*
* We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
* makes the shader slower and eats instruction slots which should be available to the d3d app.
*
* ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
* all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
* this workaround is activated on cards that do not need it, it won't break things, just affect
* performance negatively. */
TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
}
static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
}
static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
}
static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
{
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
}
static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
}
static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
}
struct driver_quirk
{
BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
void (*apply)(struct wined3d_gl_info *gl_info);
const char *description;
};
static const struct driver_quirk quirk_table[] =
{
{
match_amd_r300_to_500,
quirk_amd_dx9,
"AMD GLSL constant and normalized texrect quirk"
},
/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.
*
* ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
{
match_apple,
quirk_apple_glsl_constants,
"Apple GLSL uniform override"
},
{
match_geforce5,
quirk_no_np2,
"Geforce 5 NP2 disable"
},
{
match_apple_intel,
quirk_texcoord_w,
"Init texcoord .w for Apple Intel GPU driver"
},
{
match_apple_nonr500ati,
quirk_texcoord_w,
"Init texcoord .w for Apple ATI >= r600 GPU driver"
},
{
match_fglrx,
quirk_one_point_sprite,
"Fglrx point sprite crash workaround"
},
{
match_dx10_capable,
quirk_clip_varying,
"Reserved varying for gl_ClipPos"
},
{
/* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
* GL implementations accept it. The Mac GL is the only implementation known to
* reject it.
*
* If we can pass 4 component specular colors, do it, because (a) we don't have
* to screw around with the data, and (b) the D3D fixed function vertex pipeline
* passes specular alpha to the pixel shader if any is used. Otherwise the
* specular alpha is used to pass the fog coordinate, which we pass to opengl
* via GL_EXT_fog_coord.
*/
match_allows_spec_alpha,
quirk_allows_specular_alpha,
"Allow specular alpha quirk"
},
{
/* The pixel formats provided by GL_NV_texture_shader are broken on OSX
* (rdar://5682521).
*/
match_apple_nvts,
quirk_apple_nvts,
"Apple NV_texture_shader disable"
},
{
match_broken_nv_clip,
quirk_disable_nvvp_clip,
"Apple NV_vertex_program clip bug quirk"
},
{
match_fbo_tex_update,
quirk_fbo_tex_update,
"FBO rebind for attachment updates"
},
};
/* Certain applications (Steam) complain if we report an outdated driver version. In general,
* reporting a driver version is moot because we are not the Windows driver, and we have different
* bugs, features, etc.
*
* The driver version has the form "x.y.z.w".
*
* "x" is the Windows version the driver is meant for:
* 4 -> 95/98/NT4
* 5 -> 2000
* 6 -> 2000/XP
* 7 -> Vista
* 8 -> Win 7
*
* "y" is the maximum Direct3D version the driver supports.
* y -> d3d version mapping:
* 11 -> d3d6
* 12 -> d3d7
* 13 -> d3d8
* 14 -> d3d9
* 15 -> d3d10
* 16 -> d3d10.1
* 17 -> d3d11
*
* "z" is the subversion number.
*
* "w" is the vendor specific driver build number.
*/
struct driver_version_information
{
enum wined3d_display_driver driver;
enum wined3d_driver_model driver_model;
const char *driver_name; /* name of Windows driver */
WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
};
/* The driver version table contains driver information for different devices on several OS versions. */
static const struct driver_version_information driver_version_table[] =
{
/* AMD
* - Radeon HD2x00 (R600) and up supported by current drivers.
* - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
* - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
* - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
{DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
{DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
{DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
{DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
{DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
{DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
/* Intel
* The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
* drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
* igxprd32.dll but the GMA800 driver was never updated. */
{DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
{DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
{DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
{DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
{DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
{DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
/* Nvidia
* - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
* - GeforceFX support is up to 173.x on <= XP
* - Geforce2MX/3/4 up to 96.x on <= XP
* - TNT/Geforce1/2 up to 71.x on <= XP
* All version numbers used below are from the Linux nvidia drivers. */
{DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
{DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
{DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
{DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
{DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
};
struct gpu_description
{
WORD vendor; /* reported PCI card vendor ID */
WORD card; /* reported PCI card device ID */
const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
enum wined3d_display_driver driver;
unsigned int vidmem;
};
/* The amount of video memory stored in the gpu description table is the minimum amount of video memory
* found on a board containing a specific GPU. */
static const struct gpu_description gpu_description_table[] =
{
/* Nvidia cards */
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
/* AMD cards */
{HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6310, "AMD Radeon HD 6310 Graphics", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
/* Intel cards */
{HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
};
static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
enum wined3d_driver_model driver_model)
{
unsigned int i;
TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
{
const struct driver_version_information *entry = &driver_version_table[i];
if (entry->driver == driver && entry->driver_model == driver_model)
{
TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
entry->driver_name, entry->version, entry->subversion, entry->build);
return entry;
}
}
return NULL;
}
static void init_driver_info(struct wined3d_driver_info *driver_info,
enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
{
OSVERSIONINFOW os_version;
WORD driver_os_version;
unsigned int i;
enum wined3d_display_driver driver = DRIVER_UNKNOWN;
enum wined3d_driver_model driver_model;
const struct driver_version_information *version_info;
if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
{
TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
vendor = wined3d_settings.pci_vendor_id;
}
driver_info->vendor = vendor;
if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
{
TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
device = wined3d_settings.pci_device_id;
}
driver_info->device = device;
/* Set a default amount of video memory (64MB). In general this code isn't used unless the user
* overrides the pci ids to a card which is not in our database. */
driver_info->vidmem = WINE_DEFAULT_VIDMEM;
memset(&os_version, 0, sizeof(os_version));
os_version.dwOSVersionInfoSize = sizeof(os_version);
if (!GetVersionExW(&os_version))
{
ERR("Failed to get OS version, reporting 2000/XP.\n");
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
}
else
{
TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
switch (os_version.dwMajorVersion)
{
case 4:
/* If needed we could distinguish between 9x and NT4, but this code won't make
* sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
*/
driver_os_version = 4;
driver_model = DRIVER_MODEL_WIN9X;
break;
case 5:
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
break;
case 6:
if (os_version.dwMinorVersion == 0)
{
driver_os_version = 7;
driver_model = DRIVER_MODEL_NT6X;
}
else
{
if (os_version.dwMinorVersion > 1)
{
FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
}
driver_os_version = 8;
driver_model = DRIVER_MODEL_NT6X;
}
break;
default:
FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
break;
}
}
/* When we reach this stage we always have a vendor or device id (it can be a default one).
* This means that unless the ids are overriden, we will always find a GPU description. */
for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
{
if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
{
TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
driver_info->description = gpu_description_table[i].description;
driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
driver = gpu_description_table[i].driver;
break;
}
}
if (wined3d_settings.emulated_textureram)
{
TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
driver_info->vidmem = wined3d_settings.emulated_textureram;
}
/* Try to obtain driver version information for the current Windows version. This fails in
* some cases:
* - the gpu is not available on the currently selected OS version:
* - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
* version information for the current Windows version is returned instead of faked info.
* We do the same and assume the default Windows version to emulate is WinXP.
*
* - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
* For now return the XP driver info. Perhaps later on we should return VESA.
*
* - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
* This could be an indication that our database is not up to date, so this should be fixed.
*/
version_info = get_driver_version_info(driver, driver_model);
if (version_info)
{
driver_info->name = version_info->driver_name;
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
}
else
{
version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
if (version_info)
{
driver_info->name = version_info->driver_name;
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
}
else
{
driver_info->description = "Direct3D HAL";
driver_info->name = "Display";
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
vendor, device, driver_model);
}
}
TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
driver_info->version_high, driver_info->version_low);
}
/* Context activation is done by the caller. */
static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
unsigned int i;
for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
{
if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
quirk_table[i].apply(gl_info);
}
/* Find out if PBOs work as they are supposed to. */
test_pbo_functionality(gl_info);
}
static DWORD wined3d_parse_gl_version(const char *gl_version)
{
const char *ptr = gl_version;
int major, minor;
major = atoi(ptr);
if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
while (isdigit(*ptr)) ++ptr;
if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
minor = atoi(ptr);
TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
return MAKEDWORD_VERSION(major, minor);
}
static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
*
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL. */
if (gl_info->supported[APPLE_FENCE]
&& gl_info->supported[APPLE_CLIENT_STORAGE]
&& gl_info->supported[APPLE_FLUSH_RENDER]
&& gl_info->supported[APPLE_YCBCR_422])
return GL_VENDOR_APPLE;
if (strstr(gl_vendor_string, "NVIDIA"))
return GL_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI"))
return GL_VENDOR_FGLRX;
if (strstr(gl_vendor_string, "Intel(R)")
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
|| strstr(gl_renderer, "Intel")
|| strstr(gl_vendor_string, "Intel Inc."))
return GL_VENDOR_INTEL;
if (strstr(gl_vendor_string, "Mesa")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "DRI R300 Project")
|| strstr(gl_vendor_string, "X.Org R300 Project")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc.")
|| strstr(gl_renderer, "Mesa")
|| strstr(gl_renderer, "Gallium"))
return GL_VENDOR_MESA;
FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
debugstr_a(gl_vendor_string));
return GL_VENDOR_UNKNOWN;
}
static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
{
if (strstr(gl_vendor_string, "NVIDIA")
|| strstr(gl_vendor_string, "nouveau"))
return HW_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "X.Org R300 Project")
|| strstr(gl_renderer, "AMD")
|| strstr(gl_renderer, "R100")
|| strstr(gl_renderer, "R200")
|| strstr(gl_renderer, "R300")
|| strstr(gl_renderer, "R600")
|| strstr(gl_renderer, "R700"))
return HW_VENDOR_AMD;
if (strstr(gl_vendor_string, "Intel(R)")
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
|| strstr(gl_renderer, "Intel")
|| strstr(gl_vendor_string, "Intel Inc."))
return HW_VENDOR_INTEL;
if (strstr(gl_vendor_string, "Mesa")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc."))
return HW_VENDOR_SOFTWARE;
FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
return HW_VENDOR_NVIDIA;
}
static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
unsigned int i;
if (WINE_D3D10_CAPABLE(gl_info))
{
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
{"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
{"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
{"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
{"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
{"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
{"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
{"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
{"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
{"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
{"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
{"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
{"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
{"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
{"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
{"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
{"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
{"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
{"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
{"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
{"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
{"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
{"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
{"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
{"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
{"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
{"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
{"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
};
for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
/* Geforce8-compatible fall back if the GPU is not in the list yet */
return CARD_NVIDIA_GEFORCE_8300GS;
}
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
{
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
{"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
{"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
{"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
{"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
{"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
{"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
{"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
{"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
};
for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
/* Geforce 6/7 - lowend */
return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
}
if (WINE_D3D9_CAPABLE(gl_info))
{
/* GeforceFX - highend */
if (strstr(gl_renderer, "5800")
|| strstr(gl_renderer, "5900")
|| strstr(gl_renderer, "5950")
|| strstr(gl_renderer, "Quadro FX"))
{
return CARD_NVIDIA_GEFORCEFX_5800;
}
/* GeforceFX - midend */
if (strstr(gl_renderer, "5600")
|| strstr(gl_renderer, "5650")
|| strstr(gl_renderer, "5700")
|| strstr(gl_renderer, "5750"))
{
return CARD_NVIDIA_GEFORCEFX_5600;
}
/* GeforceFX - lowend */
return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
}
if (WINE_D3D8_CAPABLE(gl_info))
{
if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
{
return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
}
return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
}
if (WINE_D3D7_CAPABLE(gl_info))
{
if (strstr(gl_renderer, "GeForce4 MX"))
{
return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
}
if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
{
return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
}
if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
{
return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
}
return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
}
if (strstr(gl_renderer, "TNT2"))
{
return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
}
return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
}
static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
/* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
*
* Beware: renderer string do not match exact card model,
* eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
if (WINE_D3D10_CAPABLE(gl_info))
{
unsigned int i;
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* Evergreen */
{"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
{"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
{"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
{"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
{"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
{"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
{"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
{"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
{"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
{"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
/* R700 */
{"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
{"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
{"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
{"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
{"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
{"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
/* R600/R700 integrated */
{"HD 3300", CARD_AMD_RADEON_HD3200},
{"HD 3200", CARD_AMD_RADEON_HD3200},
{"HD 3100", CARD_AMD_RADEON_HD3200},
/* R600 */
{"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
{"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
};
for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
/* Default for when no GPU has been found */
return CARD_AMD_RADEON_HD3200;
}
if (WINE_D3D8_CAPABLE(gl_info))
{
/* Radeon R5xx */
if (strstr(gl_renderer, "X1600")
|| strstr(gl_renderer, "X1650")
|| strstr(gl_renderer, "X1800")
|| strstr(gl_renderer, "X1900")
|| strstr(gl_renderer, "X1950"))
{
return CARD_AMD_RADEON_X1600;
}
/* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
* Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
if (strstr(gl_renderer, "X700")
|| strstr(gl_renderer, "X800")
|| strstr(gl_renderer, "X850")
|| strstr(gl_renderer, "X1300")
|| strstr(gl_renderer, "X1400")
|| strstr(gl_renderer, "X1450")
|| strstr(gl_renderer, "X1550")
|| strstr(gl_renderer, "X2300")
|| strstr(gl_renderer, "X2500")
|| strstr(gl_renderer, "HD 2300")
)
{
return CARD_AMD_RADEON_X700;
}
/* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
if (strstr(gl_renderer, "Radeon Xpress"))
{
return CARD_AMD_RADEON_XPRESS_200M;
}
/* Radeon R3xx */
return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
}
if (WINE_D3D8_CAPABLE(gl_info))
{
return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
}
if (WINE_D3D7_CAPABLE(gl_info))
{
return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
}
return CARD_AMD_RAGE_128PRO;
}
static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
{
/* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
return CARD_INTEL_X3100;
}
if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
{
/* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
return CARD_INTEL_I945GM;
}
if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
return CARD_INTEL_I915G;
}
static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
unsigned int i;
/* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
*
* Beware: renderer string do not match exact card model,
* eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
if (strstr(gl_renderer, "Gallium"))
{
/* 20101109 - These are never returned by current Gallium radeon
* drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
*
* These are returned but not handled: RC410, RV380. */
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* Northern Islands */
{"CAYMAN", CARD_AMD_RADEON_HD6900},
{"BARTS", CARD_AMD_RADEON_HD6800},
{"PALM", CARD_AMD_RADEON_HD6310},
/* Evergreen */
{"HEMLOCK", CARD_AMD_RADEON_HD5900},
{"CYPRESS", CARD_AMD_RADEON_HD5800},
{"JUNIPER", CARD_AMD_RADEON_HD5700},
{"REDWOOD", CARD_AMD_RADEON_HD5600},
{"CEDAR", CARD_AMD_RADEON_HD5400},
/* R700 */
{"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
{"RV790", CARD_AMD_RADEON_HD4800},
{"RV770", CARD_AMD_RADEON_HD4800},
{"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
{"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
{"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
/* R600/R700 integrated */
{"RS880", CARD_AMD_RADEON_HD3200},
{"RS780", CARD_AMD_RADEON_HD3200},
/* R600 */
{"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"R600", CARD_AMD_RADEON_HD2900},
{"RV670", CARD_AMD_RADEON_HD2900},
{"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
{"RV630", CARD_AMD_RADEON_HD2600},
{"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"RV610", CARD_AMD_RADEON_HD2350},
/* R500 */
{"R580", CARD_AMD_RADEON_X1600},
{"R520", CARD_AMD_RADEON_X1600},
{"RV570", CARD_AMD_RADEON_X1600},
{"RV560", CARD_AMD_RADEON_X1600},
{"RV535", CARD_AMD_RADEON_X1600},
{"RV530", CARD_AMD_RADEON_X1600},
{"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
{"RV515", CARD_AMD_RADEON_X700},
/* R400 */
{"R481", CARD_AMD_RADEON_X700},
{"R480", CARD_AMD_RADEON_X700},
{"R430", CARD_AMD_RADEON_X700},
{"R423", CARD_AMD_RADEON_X700},
{"R420", CARD_AMD_RADEON_X700},
{"R410", CARD_AMD_RADEON_X700},
{"RV410", CARD_AMD_RADEON_X700},
/* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
{"RS740", CARD_AMD_RADEON_XPRESS_200M},
{"RS690", CARD_AMD_RADEON_XPRESS_200M},
{"RS600", CARD_AMD_RADEON_XPRESS_200M},
{"RS485", CARD_AMD_RADEON_XPRESS_200M},
{"RS482", CARD_AMD_RADEON_XPRESS_200M},
{"RS480", CARD_AMD_RADEON_XPRESS_200M},
{"RS400", CARD_AMD_RADEON_XPRESS_200M},
/* R300 */
{"R360", CARD_AMD_RADEON_9500},
{"R350", CARD_AMD_RADEON_9500},
{"R300", CARD_AMD_RADEON_9500},
{"RV370", CARD_AMD_RADEON_9500},
{"RV360", CARD_AMD_RADEON_9500},
{"RV351", CARD_AMD_RADEON_9500},
{"RV350", CARD_AMD_RADEON_9500},
};
for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
}
if (WINE_D3D9_CAPABLE(gl_info))
{
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* R700 */
{"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
{"(RV790", CARD_AMD_RADEON_HD4800},
{"(RV770", CARD_AMD_RADEON_HD4800},
{"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
{"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
{"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
/* R600/R700 integrated */
{"RS880", CARD_AMD_RADEON_HD3200},
{"RS780", CARD_AMD_RADEON_HD3200},
/* R600 */
{"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"(R600", CARD_AMD_RADEON_HD2900},
{"(RV670", CARD_AMD_RADEON_HD2900},
{"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
{"(RV630", CARD_AMD_RADEON_HD2600},
{"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
{"(RV610", CARD_AMD_RADEON_HD2350},
};
for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
}
if (WINE_D3D8_CAPABLE(gl_info))
{
return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
}
if (WINE_D3D7_CAPABLE(gl_info))
{
return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
}
return CARD_AMD_RAGE_128PRO;
}
static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
const char *gl_renderer)
{
if (strstr(gl_renderer, "Gallium"))
{
unsigned int i;
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
{"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
{"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
{"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
{"NVAC", CARD_NVIDIA_GEFORCE_8200},
{"NVAA", CARD_NVIDIA_GEFORCE_8200},
{"NVA8", CARD_NVIDIA_GEFORCE_210},
{"NVA5", CARD_NVIDIA_GEFORCE_GT220},
{"NVA3", CARD_NVIDIA_GEFORCE_GT240},
{"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
{"NV98", CARD_NVIDIA_GEFORCE_9200},
{"NV96", CARD_NVIDIA_GEFORCE_9400GT},
{"NV94", CARD_NVIDIA_GEFORCE_9600GT},
{"NV92", CARD_NVIDIA_GEFORCE_9800GT},
{"NV86", CARD_NVIDIA_GEFORCE_8500GT},
{"NV84", CARD_NVIDIA_GEFORCE_8600GT},
{"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
{"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
{"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
{"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
{"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
{"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
{"NV4B", CARD_NVIDIA_GEFORCE_7600},
{"NV4A", CARD_NVIDIA_GEFORCE_6200},
{"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
{"NV47", CARD_NVIDIA_GEFORCE_7800GT},
{"NV46", CARD_NVIDIA_GEFORCE_7400},
{"NV45", CARD_NVIDIA_GEFORCE_6800},
{"NV44", CARD_NVIDIA_GEFORCE_6200},
{"NV43", CARD_NVIDIA_GEFORCE_6600GT},
{"NV42", CARD_NVIDIA_GEFORCE_6800},
{"NV41", CARD_NVIDIA_GEFORCE_6800},
{"NV40", CARD_NVIDIA_GEFORCE_6800},
{"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
{"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
{"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
{"NV34", CARD_NVIDIA_GEFORCEFX_5200},
{"NV31", CARD_NVIDIA_GEFORCEFX_5600},
{"NV30", CARD_NVIDIA_GEFORCEFX_5800},
{"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
{"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
{"NV20", CARD_NVIDIA_GEFORCE3},
{"NV1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
{"NV1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
{"NV18", CARD_NVIDIA_GEFORCE4_MX},
{"NV17", CARD_NVIDIA_GEFORCE4_MX},
{"NV16", CARD_NVIDIA_GEFORCE2},
{"NV15", CARD_NVIDIA_GEFORCE2},
{"NV11", CARD_NVIDIA_GEFORCE2_MX},
{"NV10", CARD_NVIDIA_GEFORCE},
{"NV05", CARD_NVIDIA_RIVA_TNT2},
{"NV04", CARD_NVIDIA_RIVA_TNT},
{"NV03", CARD_NVIDIA_RIVA_128},
};
for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
{
if (strstr(gl_renderer, cards[i].renderer))
return cards[i].id;
}
}
FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
return CARD_NVIDIA_RIVA_128;
}
struct vendor_card_selection
{
enum wined3d_gl_vendor gl_vendor;
enum wined3d_pci_vendor card_vendor;
const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
};
static const struct vendor_card_selection vendor_card_select_table[] =
{
{GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
{GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
{GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
{GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
{GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
{GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
{GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
{GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
{GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
};
static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
{
/* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
* different GPUs with roughly the same features. In most cases GPUs from a
* certain family differ in clockspeeds, the amount of video memory and the
* number of shader pipelines.
*
* A Direct3D device object contains the PCI id (vendor + device) of the
* videocard which is used for rendering. Various applications use this
* information to get a rough estimation of the features of the card and
* some might use it for enabling 3d effects only on certain types of
* videocards. In some cases games might even use it to work around bugs
* which happen on certain videocards/driver combinations. The problem is
* that OpenGL only exposes a rendering string containing the name of the
* videocard and not the PCI id.
*
* Various games depend on the PCI id, so somehow we need to provide one.
* A simple option is to parse the renderer string and translate this to
* the right PCI id. This is a lot of work because there are more than 200
* GPUs just for Nvidia. Various cards share the same renderer string, so
* the amount of code might be 'small' but there are quite a number of
* exceptions which would make this a pain to maintain. Another way would
* be to query the PCI id from the operating system (assuming this is the
* videocard which is used for rendering which is not always the case).
* This would work but it is not very portable. Second it would not work
* well in, let's say, a remote X situation in which the amount of 3d
* features which can be used is limited.
*
* As said most games only use the PCI id to get an indication of the
* capabilities of the card. It doesn't really matter if the given id is
* the correct one if we return the id of a card with similar 3d features.
*
* The code below checks the OpenGL capabilities of a videocard and matches
* that to a certain level of Direct3D functionality. Once a card passes
* the Direct3D9 check, we know that the card (in case of Nvidia) is at
* least a GeforceFX. To give a better estimate we do a basic check on the
* renderer string but if that won't pass we return a default card. This
* way is better than maintaining a full card database as even without a
* full database we can return a card with similar features. Second the
* size of the database can be made quite small because when you know what
* type of 3d functionality a card has, you know to which GPU family the
* GPU must belong. Because of this you only have to check a small part of
* the renderer string to distinguishes between different models from that
* family.
*
* The code also selects a default amount of video memory which we will
* use for an estimation of the amount of free texture memory. In case of
* real D3D the amount of texture memory includes video memory and system
* memory (to be specific AGP memory or in case of PCIE TurboCache /
* HyperMemory). We don't know how much system memory can be addressed by
* the system but we can make a reasonable estimation about the amount of
* video memory. If the value is slightly wrong it doesn't matter as we
* didn't include AGP-like memory which makes the amount of addressable
* memory higher and second OpenGL isn't that critical it moves to system
* memory behind our backs if really needed. Note that the amount of video
* memory can be overruled using a registry setting. */
int i;
for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
{
if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
|| (vendor_card_select_table[i].card_vendor != *card_vendor))
continue;
TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
}
FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
*gl_vendor, *card_vendor);
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
* for Nvidia was because the hardware and drivers they make are of good quality. This makes
* them a good generic choice. */
*card_vendor = HW_VENDOR_NVIDIA;
if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
return CARD_NVIDIA_RIVA_128;
}
static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int vs_selected_mode, ps_selected_mode;
select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
&& gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
else if (gl_info->supported[NV_REGISTER_COMBINERS]
&& gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
else return &ffp_fragment_pipeline;
}
static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
{
int vs_selected_mode, ps_selected_mode;
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
return &none_shader_backend;
}
static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int vs_selected_mode, ps_selected_mode;
select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
&& gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
else return &ffp_blit;
}
static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
{
DWORD ver;
#define USE_GL_FUNC(type, pfn, ext, replace) \
if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
else gl_info->pfn = NULL;
GL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
#define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
WGL_EXT_FUNCS_GEN;
#undef USE_GL_FUNC
}
/* Context activation is done by the caller. */
static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
{
struct wined3d_driver_info *driver_info = &adapter->driver_info;
struct wined3d_gl_info *gl_info = &adapter->gl_info;
const char *GL_Extensions = NULL;
const char *WGL_Extensions = NULL;
const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
struct fragment_caps fragment_caps;
enum wined3d_gl_vendor gl_vendor;
enum wined3d_pci_vendor card_vendor;
enum wined3d_pci_device device;
GLint gl_max;
GLfloat gl_floatv[2];
unsigned i;
HDC hdc;
DWORD gl_version;
size_t len;
TRACE_(d3d_caps)("(%p)\n", gl_info);
ENTER_GL();
gl_renderer_str = (const char *)glGetString(GL_RENDERER);
TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
if (!gl_renderer_str)
{
LEAVE_GL();
ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
return FALSE;
}
gl_vendor_str = (const char *)glGetString(GL_VENDOR);
TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
if (!gl_vendor_str)
{
LEAVE_GL();
ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
return FALSE;
}
/* Parse the GL_VERSION field into major and minor information */
gl_version_str = (const char *)glGetString(GL_VERSION);
TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
if (!gl_version_str)
{
LEAVE_GL();
ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
return FALSE;
}
gl_version = wined3d_parse_gl_version(gl_version_str);
/*
* Initialize openGL extension related variables
* with Default values
*/
memset(gl_info->supported, 0, sizeof(gl_info->supported));
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
gl_info->limits.textures = 1;
gl_info->limits.fragment_samplers = 1;
gl_info->limits.vertex_samplers = 0;
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
gl_info->limits.sampler_stages = 1;
gl_info->limits.glsl_vs_float_constants = 0;
gl_info->limits.glsl_ps_float_constants = 0;
gl_info->limits.arb_vs_float_constants = 0;
gl_info->limits.arb_vs_native_constants = 0;
gl_info->limits.arb_vs_instructions = 0;
gl_info->limits.arb_vs_temps = 0;
gl_info->limits.arb_ps_float_constants = 0;
gl_info->limits.arb_ps_local_constants = 0;
gl_info->limits.arb_ps_instructions = 0;
gl_info->limits.arb_ps_temps = 0;
/* Retrieve opengl defaults */
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
gl_info->limits.lights = gl_max;
TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
gl_info->limits.texture_size = gl_max;
TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
gl_info->limits.pointsize_min = gl_floatv[0];
gl_info->limits.pointsize_max = gl_floatv[1];
TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
/* Parse the gl supported features, in theory enabling parts of our code appropriately. */
GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
if (!GL_Extensions)
{
LEAVE_GL();
ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
return FALSE;
}
LEAVE_GL();
TRACE_(d3d_caps)("GL_Extensions reported:\n");
gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
while (*GL_Extensions)
{
const char *start;
while (isspace(*GL_Extensions)) ++GL_Extensions;
start = GL_Extensions;
while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
len = GL_Extensions - start;
if (!len) continue;
TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
{
if (len == strlen(EXTENSION_MAP[i].extension_string)
&& !memcmp(start, EXTENSION_MAP[i].extension_string, len))
{
TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
break;
}
}
}
/* Now work out what GL support this card really has */
load_gl_funcs( gl_info, gl_version );
ENTER_GL();
/* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
* loading the functions, otherwise the code above will load the extension entry points instead of the
* core functions, which may not work. */
for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
{
if (!gl_info->supported[EXTENSION_MAP[i].extension]
&& EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
{
TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
}
}
if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
if (gl_info->supported[APPLE_FENCE])
{
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
* The apple extension interacts with some other apple exts. Disable the NV
* extension if the apple one is support to prevent confusion in other parts
* of the code. */
gl_info->supported[NV_FENCE] = FALSE;
}
if (gl_info->supported[APPLE_FLOAT_PIXELS])
{
/* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
*
* The enums are the same:
* GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
* GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
* GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
* GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
* GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
*/
if (!gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
}
if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
}
}
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
/* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
* functionality. Prefer the ARB extension */
gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
}
if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
{
TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
}
if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
{
TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
}
if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
}
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
/* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
* are supported. The nv extensions provide the same functionality as the
* ATI one, and a bit more(signed pixelformats). */
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
}
}
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
gl_info->limits.general_combiners = gl_max;
TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
}
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
gl_info->limits.buffers = gl_max;
TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GLint tmp;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
}
else
{
gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
}
TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
if (gl_info->supported[ARB_VERTEX_SHADER])
{
GLint tmp;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->limits.vertex_samplers = tmp;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
gl_info->limits.combined_samplers = tmp;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
* an issue because then the sampler setup only depends on the two shaders. If a pixel
* shader is used with fixed function vertex processing we're fine too because fixed function
* vertex processing doesn't use any samplers. If fixed function fragment processing is
* used we have to make sure that all vertex sampler setups are valid together with all
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
* a fixed function pipeline anymore.
*
* So this is just a check to check that our assumption holds true. If not, write a warning
* and reduce the number of vertex samplers or probably disable vertex texture fetch. */
if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
&& MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
{
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
if (gl_info->limits.combined_samplers > MAX_TEXTURES)
gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
else
gl_info->limits.vertex_samplers = 0;
}
}
else
{
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
}
TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
}
if (gl_info->supported[ARB_VERTEX_BLEND])
{
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
gl_info->limits.blends = gl_max;
TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
gl_info->limits.texture3d_size = gl_max;
TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
}
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
gl_info->limits.anisotropy = gl_max;
TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_float_constants = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_native_constants = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_ps_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_ps_temps = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_ps_instructions = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_local_constants = gl_max;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
}
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_float_constants = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_native_constants = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_vs_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_vs_temps = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_vs_instructions = gl_max;
TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
}
if (gl_info->supported[ARB_VERTEX_SHADER])
{
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_vs_float_constants = gl_max / 4;
TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_ps_float_constants = gl_max / 4;
TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
gl_info->limits.glsl_varyings = gl_max;
TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
}
if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
{
const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
unsigned int major, minor;
TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
/* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
sscanf(str, "%u.%u", &major, &minor);
gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
}
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
{
glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
}
else
{
gl_info->limits.shininess = 128.0f;
}
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
/* If we have full NP2 texture support, disable
* GL_ARB_texture_rectangle because we will never use it.
* This saves a few redundant glDisable calls. */
gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
}
if (gl_info->supported[ATI_FRAGMENT_SHADER])
{
/* Disable NV_register_combiners and fragment shader if this is supported.
* generally the NV extensions are preferred over the ATI ones, and this
* extension is disabled if register_combiners and texture_shader2 are both
* supported. So we reach this place only if we have incomplete NV dxlevel 8
* fragment processing support. */
gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
}
if (gl_info->supported[NV_HALF_FLOAT])
{
/* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
}
if (gl_info->supported[ARB_POINT_SPRITE])
{
gl_info->limits.point_sprite_units = gl_info->limits.textures;
}
else
{
gl_info->limits.point_sprite_units = 0;
}
checkGLcall("extension detection");
LEAVE_GL();
adapter->fragment_pipe = select_fragment_implementation(adapter);
adapter->shader_backend = select_shader_backend(adapter);
adapter->blitter = select_blit_implementation(adapter);
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
/* In some cases the number of texture stages can be larger than the number
* of samplers. The GF4 for example can use only 2 samplers (no fragment
* shaders), but 8 texture stages (register combiners). */
gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
{
gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
}
else
{
if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
{
gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
{
gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
}
if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
{
gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
}
}
/* MRTs are currently only supported when FBOs are used. */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
{
gl_info->limits.buffers = 1;
}
gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
/* Make sure there's an active HDC else the WGL extensions will fail */
hdc = pwglGetCurrentDC();
if (hdc) {
/* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
if(GL_EXTCALL(wglGetExtensionsStringARB))
WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
if (!WGL_Extensions)
{
ERR(" WGL_Extensions returns NULL\n");
}
else
{
TRACE_(d3d_caps)("WGL_Extensions reported:\n");
while (*WGL_Extensions)
{
const char *Start;
char ThisExtn[256];
while (isspace(*WGL_Extensions)) WGL_Extensions++;
Start = WGL_Extensions;
while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
len = WGL_Extensions - Start;
if (!len || len >= sizeof(ThisExtn))
continue;
memcpy(ThisExtn, Start, len);
ThisExtn[len] = '\0';
TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
}
if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
}
if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
}
}
}
}
fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
init_driver_info(driver_info, card_vendor, device);
add_gl_compat_wrappers(gl_info);
return TRUE;
}
UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
{
TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
wined3d, wined3d->adapter_count);
return wined3d->adapter_count;
}
HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
{
FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
return WINED3D_OK;
}
HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
{
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
if (adapter_idx >= wined3d->adapter_count)
return NULL;
return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
}
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
of the same bpp but different resolutions */
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id)
{
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
if (adapter_idx >= wined3d->adapter_count)
return 0;
/* TODO: Store modes per adapter and read it from the adapter structure */
if (!adapter_idx)
{
const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
UINT format_bits = format->byte_count * CHAR_BIT;
unsigned int i = 0;
unsigned int j = 0;
DEVMODEW mode;
memset(&mode, 0, sizeof(mode));
mode.dmSize = sizeof(mode);
while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
{
++j;
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for D3D8, do not enumerate P8 here */
if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
}
else if (mode.dmBitsPerPel == format_bits)
{
++i;
}
}
TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
return i;
}
else
{
FIXME_(d3d_caps)("Adapter not primary display.\n");
}
return 0;
}
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
{
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
/* Validate the parameters as much as possible */
if (!mode || adapter_idx >= wined3d->adapter_count
|| mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
{
return WINED3DERR_INVALIDCALL;
}
/* TODO: Store modes per adapter and read it from the adapter structure */
if (!adapter_idx)
{
const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
UINT format_bits = format->byte_count * CHAR_BIT;
DEVMODEW DevModeW;
int ModeIdx = 0;
UINT i = 0;
int j = 0;
ZeroMemory(&DevModeW, sizeof(DevModeW));
DevModeW.dmSize = sizeof(DevModeW);
/* If we are filtering to a specific format (D3D9), then need to skip
all unrelated modes, but if mode is irrelevant (D3D8), then we can
just count through the ones with valid bit depths */
while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
{
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for D3D8, do not enumerate P8 here */
if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
}
else if (DevModeW.dmBitsPerPel == format_bits)
{
++i;
}
}
if (!i)
{
TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
return WINED3DERR_INVALIDCALL;
}
ModeIdx = j - 1;
/* Now get the display mode via the calculated index */
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
{
mode->Width = DevModeW.dmPelsWidth;
mode->Height = DevModeW.dmPelsHeight;
mode->RefreshRate = DEFAULT_REFRESH_RATE;
if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
mode->RefreshRate = DevModeW.dmDisplayFrequency;
if (format_id == WINED3DFMT_UNKNOWN)
mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
else
mode->Format = format_id;
}
else
{
TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
return WINED3DERR_INVALIDCALL;
}
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
mode->Width, mode->Height, mode->RefreshRate, mode->Format,
debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
}
else
{
FIXME_(d3d_caps)("Adapter not primary display\n");
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
WINED3DDISPLAYMODE *mode)
{
TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
if (!adapter_idx)
{
DEVMODEW DevModeW;
unsigned int bpp;
ZeroMemory(&DevModeW, sizeof(DevModeW));
DevModeW.dmSize = sizeof(DevModeW);
EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
mode->Width = DevModeW.dmPelsWidth;
mode->Height = DevModeW.dmPelsHeight;
bpp = DevModeW.dmBitsPerPel;
mode->RefreshRate = DEFAULT_REFRESH_RATE;
if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
mode->RefreshRate = DevModeW.dmDisplayFrequency;
mode->Format = pixelformat_for_depth(bpp);
}
else
{
FIXME_(d3d_caps)("Adapter not primary display\n");
}
TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
return WINED3D_OK;
}
/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
and fields being inserted in the middle, a new structure is used in place */
HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
{
const struct wined3d_adapter *adapter;
size_t len;
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
wined3d, adapter_idx, flags, identifier);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
/* Return the information requested */
TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
if (identifier->driver_size)
{
const char *name = adapter->driver_info.name;
len = min(strlen(name), identifier->driver_size - 1);
memcpy(identifier->driver, name, len);
identifier->driver[len] = '\0';
}
if (identifier->description_size)
{
const char *description = adapter->driver_info.description;
len = min(strlen(description), identifier->description_size - 1);
memcpy(identifier->description, description, len);
identifier->description[len] = '\0';
}
/* Note that d3d8 doesn't supply a device name. */
if (identifier->device_name_size)
{
static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
len = strlen(device_name);
if (len >= identifier->device_name_size)
{
ERR("Device name size too small.\n");
return WINED3DERR_INVALIDCALL;
}
memcpy(identifier->device_name, device_name, len);
identifier->device_name[len] = '\0';
}
identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
identifier->vendor_id = adapter->driver_info.vendor;
identifier->device_id = adapter->driver_info.device;
identifier->subsystem_id = 0;
identifier->revision = 0;
memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
identifier->video_memory = adapter->TextureRam;
return WINED3D_OK;
}
static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
{
short redSize, greenSize, blueSize, alphaSize, colorBits;
if(!cfg)
return FALSE;
/* Float formats need FBOs. If FBOs are used this function isn't called */
if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
{
ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
return FALSE;
}
if(cfg->redSize < redSize)
return FALSE;
if(cfg->greenSize < greenSize)
return FALSE;
if(cfg->blueSize < blueSize)
return FALSE;
if(cfg->alphaSize < alphaSize)
return FALSE;
return TRUE;
}
/* Probably a RGBA_float or color index mode */
return FALSE;
}
static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
{
short depthSize, stencilSize;
BOOL lockable = FALSE;
if(!cfg)
return FALSE;
if (!getDepthStencilBits(format, &depthSize, &stencilSize))
{
ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
return FALSE;
}
/* Float formats need FBOs. If FBOs are used this function isn't called */
if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
lockable = TRUE;
/* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
* We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
* a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
return FALSE;
/* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
* allow more stencil bits than requested. */
if(cfg->stencilSize < stencilSize)
return FALSE;
return TRUE;
}
HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
{
const struct wined3d_format *rt_format;
const struct wined3d_format *ds_format;
const struct wined3d_adapter *adapter;
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
"adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
&& (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
TRACE_(d3d_caps)("Formats match.\n");
return WINED3D_OK;
}
}
else
{
const WineD3D_PixelFormat *cfgs;
unsigned int cfg_count;
unsigned int i;
cfgs = adapter->cfgs;
cfg_count = adapter->nCfgs;
for (i = 0; i < cfg_count; ++i)
{
if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
{
if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
{
TRACE_(d3d_caps)("Formats match.\n");
return WINED3D_OK;
}
}
}
}
TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
debug_d3dformat(render_target_format_id),
debug_d3dformat(depth_stencil_format_id));
return WINED3DERR_NOTAVAILABLE;
}
HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
"windowed %#x, multisample_type %#x, quality_levels %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
windowed, multisample_type, quality_levels);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
/* TODO: Handle windowed, add more quality levels. */
if (WINED3DMULTISAMPLE_NONE == multisample_type)
{
if (quality_levels) *quality_levels = 1;
return WINED3D_OK;
}
/* By default multisampling is disabled right now as it causes issues
* on some Nvidia driver versions and it doesn't work well in combination
* with FBOs yet. */
if (!wined3d_settings.allow_multisampling)
return WINED3DERR_NOTAVAILABLE;
adapter = &wined3d->adapters[adapter_idx];
format = wined3d_get_format(&adapter->gl_info, surface_format_id);
if (!format) return WINED3DERR_INVALIDCALL;
if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
{
const WineD3D_PixelFormat *cfgs;
unsigned int i, cfg_count;
cfgs = adapter->cfgs;
cfg_count = adapter->nCfgs;
for (i = 0; i < cfg_count; ++i)
{
if(cfgs[i].numSamples != multisample_type)
continue;
if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
continue;
TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
if (quality_levels) *quality_levels = 1;
return WINED3D_OK;
}
}
else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
{
short redSize, greenSize, blueSize, alphaSize, colorBits;
const WineD3D_PixelFormat *cfgs;
unsigned int i, cfg_count;
if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
{
ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
debug_d3dformat(surface_format_id));
return WINED3DERR_NOTAVAILABLE;
}
cfgs = adapter->cfgs;
cfg_count = adapter->nCfgs;
for (i = 0; i < cfg_count; ++i)
{
if(cfgs[i].numSamples != multisample_type)
continue;
if(cfgs[i].redSize != redSize)
continue;
if(cfgs[i].greenSize != greenSize)
continue;
if(cfgs[i].blueSize != blueSize)
continue;
/* Not all drivers report alpha-less formats since they use 32-bit
* anyway, so accept alpha even if we didn't ask for it. */
if(alphaSize && cfgs[i].alphaSize != alphaSize)
continue;
if (cfgs[i].colorSize != (format->byte_count << 3))
continue;
TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
if (quality_levels) *quality_levels = 1;
return WINED3D_OK;
}
}
return WINED3DERR_NOTAVAILABLE;
}
/* Check if we support bumpmapping for a format */
static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
{
/* Ask the fixed function pipeline implementation if it can deal
* with the conversion. If we've got a GL extension giving native
* support this will be an identity conversion. */
return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
&& adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
}
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
{
int it=0;
/* Only allow depth/stencil formats */
if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
/* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
}
else
{
/* Walk through all WGL pixel formats to find a match */
for (it = 0; it < adapter->nCfgs; ++it)
{
WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
{
if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
{
return TRUE;
}
}
}
}
return FALSE;
}
static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
{
/* The flags entry of a format contains the filtering capability */
if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
return FALSE;
}
/* Check the render target capabilities of a format */
static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
{
/* Filter out non-RT formats */
if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
WineD3D_PixelFormat *cfgs = adapter->cfgs;
int it;
short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
/* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
* The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
}
/* Check if there is a WGL pixel format matching the requirements, the format should also be window
* drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
for (it = 0; it < adapter->nCfgs; ++it)
{
if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
&cfgs[it], check_format))
{
TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
return TRUE;
}
}
}
else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
/* For now return TRUE for FBOs until we have some proper checks.
* Note that this function will only be called when the format is around for texturing. */
return TRUE;
}
return FALSE;
}
static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
{
return format->flags & WINED3DFMT_FLAG_SRGB_READ;
}
static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
{
/* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
* doing the color fixup in shaders.
* Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
{
int vs_selected_mode;
int ps_selected_mode;
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
}
TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
return FALSE;
}
/* Check if a format support blending in combination with pixel shaders */
static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *format)
{
/* The flags entry of a format contains the post pixel shader blending capability */
if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
return FALSE;
}
static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
{
/* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
* but we have to report mipmapping so we cannot reject this flag. Tests show that
* windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
* that wrapping is supported. The lack of filtering will sort out the mipmapping
* capability anyway.
*
* For now lets report this on all formats, but in the future we may want to
* restrict it to some should games need that
*/
return TRUE;
}
/* Check if a texture format is supported on the given adapter */
static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
switch (format->id)
{
/*****
* supported: RGB(A) formats
*/
case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R16G16_UNORM:
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
case WINED3DFMT_B2G3R3_UNORM:
TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
return FALSE;
/*****
* Not supported: Palettized
* Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
* Since it is not widely available, don't offer it. Further no Windows driver offers
* WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
*/
case WINED3DFMT_P8_UINT:
case WINED3DFMT_P8_UINT_A8_UNORM:
return FALSE;
/*****
* Supported: (Alpha)-Luminance
*/
case WINED3DFMT_L8_UNORM:
case WINED3DFMT_L8A8_UNORM:
case WINED3DFMT_L16_UNORM:
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
/* Not supported on Windows, thus disabled */
case WINED3DFMT_L4A4_UNORM:
TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
return FALSE;
/*****
* Supported: Depth/Stencil formats
*/
case WINED3DFMT_D16_LOCKABLE:
case WINED3DFMT_D16_UNORM:
case WINED3DFMT_S1_UINT_D15_UNORM:
case WINED3DFMT_X8D24_UNORM:
case WINED3DFMT_S4X4_UINT_D24_UNORM:
case WINED3DFMT_D24_UNORM_S8_UINT:
case WINED3DFMT_S8_UINT_D24_FLOAT:
case WINED3DFMT_D32_UNORM:
case WINED3DFMT_D32_FLOAT:
return TRUE;
case WINED3DFMT_INTZ:
if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
|| gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
return TRUE;
return FALSE;
/*****
* Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
* GL_NV_texture_shader). Emulated by shaders
*/
case WINED3DFMT_R8G8_SNORM:
case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
case WINED3DFMT_R5G5_SNORM_L6_UNORM:
case WINED3DFMT_R8G8B8A8_SNORM:
case WINED3DFMT_R16G16_SNORM:
/* Ask the shader backend if it can deal with the conversion. If
* we've got a GL extension giving native support this will be an
* identity conversion. */
if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
case WINED3DFMT_DXT1:
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
case WINED3DFMT_DXT4:
case WINED3DFMT_DXT5:
if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/*****
* Odd formats - not supported
*/
case WINED3DFMT_VERTEXDATA:
case WINED3DFMT_R16_UINT:
case WINED3DFMT_R32_UINT:
case WINED3DFMT_R16G16B16A16_SNORM:
case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
case WINED3DFMT_R10G11B11_SNORM:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return FALSE;
/*****
* WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
*/
case WINED3DFMT_R8G8_SNORM_Cx:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return FALSE;
/* YUV formats */
case WINED3DFMT_UYVY:
case WINED3DFMT_YUY2:
if (gl_info->supported[APPLE_YCBCR_422])
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
case WINED3DFMT_YV12:
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/* Not supported */
case WINED3DFMT_R16G16B16A16_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return FALSE;
/* Floating point formats */
case WINED3DFMT_R16_FLOAT:
case WINED3DFMT_R16G16_FLOAT:
case WINED3DFMT_R16G16B16A16_FLOAT:
if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
case WINED3DFMT_R32_FLOAT:
case WINED3DFMT_R32G32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
if (gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
* instancing. To query if the card supports instancing CheckDeviceFormat with the special format
* MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
* We can do instancing with all shader versions, but we need vertex shaders.
*
* Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
* to enable instancing. WineD3D doesn't need that and just ignores it.
*
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
*/
case WINED3DFMT_INST:
TRACE("ATI Instancing check hack\n");
if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/* Some weird FOURCC formats */
case WINED3DFMT_R8G8_B8G8:
case WINED3DFMT_G8R8_G8B8:
case WINED3DFMT_MULTI2_ARGB8:
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/* Vendor specific formats */
case WINED3DFMT_ATI2N:
if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
|| gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
{
if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
&& adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
* format MAKEFOURCC('N','V','D','B') is used.
* It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
* then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
* to test value.
*/
case WINED3DFMT_NVDB:
if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
case WINED3DFMT_NVHU:
case WINED3DFMT_NVHS:
/* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
* is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
* a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
* ATI refused to support formats which can easilly be emulated with pixel shaders, so
* Applications have to deal with not having NVHS and NVHU.
*/
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
case WINED3DFMT_NULL:
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
return TRUE;
return FALSE;
case WINED3DFMT_UNKNOWN:
return FALSE;
default:
ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
break;
}
return FALSE;
}
static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format,
const struct wined3d_format *check_format,
WINED3DSURFTYPE SurfaceType)
{
if (SurfaceType == SURFACE_GDI)
{
switch (check_format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
case WINED3DFMT_P8_UINT:
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
default:
TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
return FALSE;
}
}
/* All format that are supported for textures are supported for surfaces as well */
if (CheckTextureCapability(adapter, check_format)) return TRUE;
/* All depth stencil formats are supported on surfaces */
if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
/* If opengl can't process the format natively, the blitter may be able to convert it */
if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
NULL, WINED3DPOOL_DEFAULT, 0, check_format,
NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
/* Reject other formats */
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
}
static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *format)
{
return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
}
HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
DWORD usage_caps = 0;
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
"resource_type %s, check_format %s, surface_type %#x.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
debug_d3dformat(check_format_id), surface_type);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
switch (resource_type)
{
case WINED3DRTYPE_CUBETEXTURE:
/* Cubetexture allows:
* - WINED3DUSAGE_AUTOGENMIPMAP
* - WINED3DUSAGE_DEPTHSTENCIL
* - WINED3DUSAGE_DYNAMIC
* - WINED3DUSAGE_NONSECURE (d3d9ex)
* - WINED3DUSAGE_RENDERTARGET
* - WINED3DUSAGE_SOFTWAREPROCESSING
* - WINED3DUSAGE_QUERY_WRAPANDMIP
*/
if (surface_type != SURFACE_OPENGL)
{
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
return WINED3DERR_NOTAVAILABLE;
}
if (!CheckTextureCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
return WINED3DERR_NOTAVAILABLE;
}
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
/* When autogenmipmap isn't around continue and return
* WINED3DOK_NOAUTOGEN instead of D3D_OK. */
TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
else
usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
}
/* Always report dynamic locking. */
if (usage & WINED3DUSAGE_DYNAMIC)
usage_caps |= WINED3DUSAGE_DYNAMIC;
if (usage & WINED3DUSAGE_RENDERTARGET)
{
if (!CheckRenderTargetCapability(adapter, adapter_format, format))
{
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_RENDERTARGET;
}
/* Always report software processing. */
if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
if (usage & WINED3DUSAGE_QUERY_FILTER)
{
if (!CheckFilterCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_FILTER;
}
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
{
if (!CheckPostPixelShaderBlendingCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
}
if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
{
if (!CheckSrgbReadCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
}
if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
{
if (!CheckSrgbWriteCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
}
if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
{
if (!CheckVertexTextureCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
}
if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
{
if (!CheckWrapAndMipCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
}
break;
case WINED3DRTYPE_SURFACE:
/* Surface allows:
* - WINED3DUSAGE_DEPTHSTENCIL
* - WINED3DUSAGE_NONSECURE (d3d9ex)
* - WINED3DUSAGE_RENDERTARGET
*/
if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
{
TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
return WINED3DERR_NOTAVAILABLE;
}
if (usage & WINED3DUSAGE_DEPTHSTENCIL)
{
if (!CheckDepthStencilCapability(adapter, adapter_format, format))
{
TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
}
if (usage & WINED3DUSAGE_RENDERTARGET)
{
if (!CheckRenderTargetCapability(adapter, adapter_format, format))
{
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_RENDERTARGET;
}
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
{
if (!CheckPostPixelShaderBlendingCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
}
break;
case WINED3DRTYPE_TEXTURE:
/* Texture allows:
* - WINED3DUSAGE_AUTOGENMIPMAP
* - WINED3DUSAGE_DEPTHSTENCIL
* - WINED3DUSAGE_DMAP
* - WINED3DUSAGE_DYNAMIC
* - WINED3DUSAGE_NONSECURE (d3d9ex)
* - WINED3DUSAGE_RENDERTARGET
* - WINED3DUSAGE_SOFTWAREPROCESSING
* - WINED3DUSAGE_TEXTAPI (d3d9ex)
* - WINED3DUSAGE_QUERY_WRAPANDMIP
*/
if (surface_type != SURFACE_OPENGL)
{
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
if (!CheckTextureCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
return WINED3DERR_NOTAVAILABLE;
}
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
/* When autogenmipmap isn't around continue and return
* WINED3DOK_NOAUTOGEN instead of D3D_OK. */
TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
else
usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
}
/* Always report dynamic locking. */
if (usage & WINED3DUSAGE_DYNAMIC)
usage_caps |= WINED3DUSAGE_DYNAMIC;
if (usage & WINED3DUSAGE_RENDERTARGET)
{
if (!CheckRenderTargetCapability(adapter, adapter_format, format))
{
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_RENDERTARGET;
}
/* Always report software processing. */
if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
if (usage & WINED3DUSAGE_QUERY_FILTER)
{
if (!CheckFilterCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_FILTER;
}
if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
{
if (!CheckBumpMapCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
}
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
{
if (!CheckPostPixelShaderBlendingCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
}
if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
{
if (!CheckSrgbReadCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
}
if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
{
if (!CheckSrgbWriteCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
}
if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
{
if (!CheckVertexTextureCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
}
if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
{
if (!CheckWrapAndMipCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
}
if (usage & WINED3DUSAGE_DEPTHSTENCIL)
{
if (!CheckDepthStencilCapability(adapter, adapter_format, format))
{
TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
return WINED3DERR_NOTAVAILABLE;
}
if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
{
TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
}
break;
case WINED3DRTYPE_VOLUMETEXTURE:
case WINED3DRTYPE_VOLUME:
/* Volume is to VolumeTexture what Surface is to Texture, but its
* usage caps are not documented. Most driver seem to offer
* (nearly) the same on Volume and VolumeTexture, so do that too.
*
* Volumetexture allows:
* - D3DUSAGE_DYNAMIC
* - D3DUSAGE_NONSECURE (d3d9ex)
* - D3DUSAGE_SOFTWAREPROCESSING
* - D3DUSAGE_QUERY_WRAPANDMIP
*/
if (surface_type != SURFACE_OPENGL)
{
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
if (!gl_info->supported[EXT_TEXTURE3D])
{
TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
return WINED3DERR_NOTAVAILABLE;
}
if (!CheckTextureCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
return WINED3DERR_NOTAVAILABLE;
}
/* Filter formats that need conversion; For one part, this
* conversion is unimplemented, and volume textures are huge, so
* it would be a big performance hit. Unless we hit an application
* needing one of those formats, don't advertize them to avoid
* leading applications into temptation. The windows drivers don't
* support most of those formats on volumes anyway, except for
* WINED3DFMT_R32_FLOAT. */
switch (check_format_id)
{
case WINED3DFMT_P8_UINT:
case WINED3DFMT_L4A4_UNORM:
case WINED3DFMT_R32_FLOAT:
case WINED3DFMT_R16_FLOAT:
case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
case WINED3DFMT_R5G5_SNORM_L6_UNORM:
case WINED3DFMT_R16G16_UNORM:
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
return WINED3DERR_NOTAVAILABLE;
case WINED3DFMT_R8G8B8A8_SNORM:
case WINED3DFMT_R16G16_SNORM:
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3DFMT_R8G8_SNORM:
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3DFMT_DXT1:
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
case WINED3DFMT_DXT4:
case WINED3DFMT_DXT5:
/* The GL_EXT_texture_compression_s3tc spec requires that
* loading an s3tc compressed texture results in an error.
* While the D3D refrast does support s3tc volumes, at
* least the nvidia windows driver does not, so we're free
* not to support this format. */
TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
return WINED3DERR_NOTAVAILABLE;
default:
/* Do nothing, continue with checking the format below */
break;
}
/* Always report dynamic locking. */
if (usage & WINED3DUSAGE_DYNAMIC)
usage_caps |= WINED3DUSAGE_DYNAMIC;
/* Always report software processing. */
if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
if (usage & WINED3DUSAGE_QUERY_FILTER)
{
if (!CheckFilterCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_FILTER;
}
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
{
if (!CheckPostPixelShaderBlendingCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
}
if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
{
if (!CheckSrgbReadCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
}
if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
{
if (!CheckSrgbWriteCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
}
if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
{
if (!CheckVertexTextureCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
}
if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
{
if (!CheckWrapAndMipCapability(adapter, format))
{
TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
return WINED3DERR_NOTAVAILABLE;
}
usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
}
break;
default:
FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
return WINED3DERR_NOTAVAILABLE;
}
/* When the usage_caps exactly matches usage return WINED3D_OK except for
* the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
* WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
if (usage_caps == usage)
return WINED3D_OK;
if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
return WINED3DOK_NOAUTOGEN;
TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
return WINED3DERR_NOTAVAILABLE;
}
HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
{
FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
debug_d3dformat(dst_format));
return WINED3D_OK;
}
HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
{
UINT mode_count;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
debug_d3dformat(backbuffer_format), windowed);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
/* The task of this function is to check whether a certain display / backbuffer format
* combination is available on the given adapter. In fullscreen mode microsoft specified
* that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
* and display format should match exactly.
* In windowed mode format conversion can occur and this depends on the driver. When format
* conversion is done, this function should nevertheless fail and applications need to use
* CheckDeviceFormatConversion.
* At the moment we assume that fullscreen and windowed have the same capabilities. */
/* There are only 4 display formats. */
if (!(display_format == WINED3DFMT_B5G6R5_UNORM
|| display_format == WINED3DFMT_B5G5R5X1_UNORM
|| display_format == WINED3DFMT_B8G8R8X8_UNORM
|| display_format == WINED3DFMT_B10G10R10A2_UNORM))
{
TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
/* If the requested display format is not available, don't continue. */
mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
if (!mode_count)
{
TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
/* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
* it means 'reuse' the display format for the backbuffer. */
if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
{
TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
* backbuffer format WINED3DFMT_B5G6R5_UNORM. */
if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
{
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
/* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
* backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
* WINED3DFMT_B5G5R5A1_UNORM. */
if (display_format == WINED3DFMT_B5G5R5X1_UNORM
&& !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
{
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
/* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
* backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
* WINED3DFMT_B8G8R8A8_UNORM. */
if (display_format == WINED3DFMT_B8G8R8X8_UNORM
&& !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
{
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
/* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
* can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
if (display_format == WINED3DFMT_B10G10R10A2_UNORM
&& (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
{
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
/* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
if (FAILED(hr))
TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return hr;
}
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
subset of a D3DCAPS9 structure. However, it has to come via a void *
as the d3d8 interface cannot import the d3d9 header */
HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int vs_selected_mode;
int ps_selected_mode;
struct shader_caps shader_caps;
struct fragment_caps fragment_caps;
DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
/* ------------------------------------------------
The following fields apply to both d3d8 and d3d9
------------------------------------------------ */
/* Not quite true, but use h/w supported by opengl I suppose */
caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
caps->AdapterOrdinal = adapter_idx;
caps->Caps = 0;
caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
WINED3DCAPS2_FULLSCREENGAMMA |
WINED3DCAPS2_DYNAMICTEXTURES;
if (gl_info->supported[SGIS_GENERATE_MIPMAP])
caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
WINED3DCAPS3_COPY_TO_VIDMEM |
WINED3DCAPS3_COPY_TO_SYSTEMMEM;
caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
WINED3DPRESENT_INTERVAL_ONE;
caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
WINED3DCURSORCAPS_LOWRES;
caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
WINED3DDEVCAPS_PUREDEVICE |
WINED3DDEVCAPS_HWRASTERIZATION |
WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
WINED3DDEVCAPS_RTPATCHES;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
WINED3DPMISCCAPS_CULLCCW |
WINED3DPMISCCAPS_CULLCW |
WINED3DPMISCCAPS_COLORWRITEENABLE |
WINED3DPMISCCAPS_CLIPTLVERTS |
WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
WINED3DPMISCCAPS_MASKZ |
WINED3DPMISCCAPS_BLENDOP |
WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
/* TODO:
WINED3DPMISCCAPS_NULLREFERENCE
WINED3DPMISCCAPS_FOGANDSPECULARALPHA
WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
if (gl_info->supported[EXT_DRAW_BUFFERS2])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
WINED3DPRASTERCAPS_PAT |
WINED3DPRASTERCAPS_WFOG |
WINED3DPRASTERCAPS_ZFOG |
WINED3DPRASTERCAPS_FOGVERTEX |
WINED3DPRASTERCAPS_FOGTABLE |
WINED3DPRASTERCAPS_STIPPLE |
WINED3DPRASTERCAPS_SUBPIXEL |
WINED3DPRASTERCAPS_ZTEST |
WINED3DPRASTERCAPS_SCISSORTEST |
WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
WINED3DPRASTERCAPS_DEPTHBIAS;
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
WINED3DPRASTERCAPS_ZBIAS |
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
}
if (gl_info->supported[NV_FOG_DISTANCE])
{
caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
}
/* FIXME Add:
WINED3DPRASTERCAPS_COLORPERSPECTIVE
WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
WINED3DPRASTERCAPS_ANTIALIASEDGES
WINED3DPRASTERCAPS_ZBUFFERLESSHSR
WINED3DPRASTERCAPS_WBUFFER */
caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_LESS |
WINED3DPCMPCAPS_LESSEQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
WINED3DPBLENDCAPS_BOTHSRCALPHA |
WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
WINED3DPBLENDCAPS_INVSRCALPHA |
WINED3DPBLENDCAPS_INVSRCCOLOR |
WINED3DPBLENDCAPS_ONE |
WINED3DPBLENDCAPS_SRCALPHA |
WINED3DPBLENDCAPS_SRCALPHASAT |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
WINED3DPBLENDCAPS_INVSRCALPHA |
WINED3DPBLENDCAPS_INVSRCCOLOR |
WINED3DPBLENDCAPS_ONE |
WINED3DPBLENDCAPS_SRCALPHA |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
/* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
* according to the glBlendFunc manpage
*
* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
* legacy settings for srcblend only
*/
if (gl_info->supported[EXT_BLEND_COLOR])
{
caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
}
caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_LESS |
WINED3DPCMPCAPS_LESSEQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
WINED3DPSHADECAPS_COLORGOURAUDRGB |
WINED3DPSHADECAPS_ALPHAFLATBLEND |
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
WINED3DPSHADECAPS_COLORFLATRGB |
WINED3DPSHADECAPS_FOGFLAT |
WINED3DPSHADECAPS_FOGGOURAUD |
WINED3DPSHADECAPS_SPECULARFLATRGB;
caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
WINED3DPTEXTURECAPS_ALPHAPALETTE |
WINED3DPTEXTURECAPS_TRANSPARENCY |
WINED3DPTEXTURECAPS_BORDER |
WINED3DPTEXTURECAPS_MIPMAP |
WINED3DPTEXTURECAPS_PROJECTED |
WINED3DPTEXTURECAPS_PERSPECTIVE;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
WINED3DPTEXTURECAPS_MIPCUBEMAP;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
}
}
caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
}
else
{
caps->CubeTextureFilterCaps = 0;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
}
else
{
caps->VolumeTextureFilterCaps = 0;
}
caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
}
else
{
caps->VolumeTextureAddressCaps = 0;
}
caps->LineCaps = WINED3DLINECAPS_TEXTURE |
WINED3DLINECAPS_ZTEST |
WINED3DLINECAPS_BLEND |
WINED3DLINECAPS_ALPHACMP |
WINED3DLINECAPS_FOG;
/* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
* idea how generating the smoothing alpha values works; the result is different
*/
caps->MaxTextureWidth = gl_info->limits.texture_size;
caps->MaxTextureHeight = gl_info->limits.texture_size;
if (gl_info->supported[EXT_TEXTURE3D])
caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
else
caps->MaxVolumeExtent = 0;
caps->MaxTextureRepeat = 32768;
caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
caps->MaxVertexW = 1.0f;
caps->GuardBandLeft = 0.0f;
caps->GuardBandTop = 0.0f;
caps->GuardBandRight = 0.0f;
caps->GuardBandBottom = 0.0f;
caps->ExtentsAdjust = 0.0f;
caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
WINED3DSTENCILCAPS_INCRSAT |
WINED3DSTENCILCAPS_INVERT |
WINED3DSTENCILCAPS_KEEP |
WINED3DSTENCILCAPS_REPLACE |
WINED3DSTENCILCAPS_ZERO;
if (gl_info->supported[EXT_STENCIL_WRAP])
{
caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
WINED3DSTENCILCAPS_INCR;
}
if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
{
caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
}
caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
caps->MaxActiveLights = gl_info->limits.lights;
caps->MaxVertexBlendMatrices = gl_info->limits.blends;
caps->MaxVertexBlendMatrixIndex = 0;
caps->MaxAnisotropy = gl_info->limits.anisotropy;
caps->MaxPointSize = gl_info->limits.pointsize_max;
/* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
WINED3DVTXPCAPS_MATERIALSOURCE7 |
WINED3DVTXPCAPS_POSITIONALLIGHTS |
WINED3DVTXPCAPS_LOCALVIEWER |
WINED3DVTXPCAPS_VERTEXFOG |
WINED3DVTXPCAPS_TEXGEN;
caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
caps->MaxVertexIndex = 0xFFFFF;
caps->MaxStreams = MAX_STREAMS;
caps->MaxStreamStride = 1024;
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
caps->MaxNpatchTessellationLevel = 0;
caps->MasterAdapterOrdinal = 0;
caps->AdapterOrdinalInGroup = 0;
caps->NumberOfAdaptersInGroup = 1;
caps->NumSimultaneousRTs = gl_info->limits.buffers;
caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MAGFLINEAR;
caps->VertexTextureFilterCaps = 0;
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
/* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
* Ignore shader model capabilities if disabled in config
*/
if (vs_selected_mode == SHADER_NONE)
{
TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
caps->MaxVertexShaderConst = 0;
}
else
{
caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
}
if (ps_selected_mode == SHADER_NONE)
{
TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
caps->PixelShader1xMaxValue = 0.0f;
} else {
caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
}
caps->TextureOpCaps = fragment_caps.TextureOpCaps;
caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
/* The following caps are shader specific, but they are things we cannot detect, or which
* are the same among all shader models. So to avoid code duplication set the shader version
* specific, but otherwise constant caps here
*/
if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
{
/* Where possible set the caps based on OpenGL extensions and if they
* aren't set (in case of software rendering) use the VS 3.0 from
* MSDN or else if there's OpenGL spec use a hardcoded value minimum
* VS3.0 value. */
caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
}
else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
{
caps->VS20Caps.Caps = 0;
caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
caps->VS20Caps.StaticFlowControlDepth = 1;
caps->MaxVShaderInstructionsExecuted = 65535;
caps->MaxVertexShader30InstructionSlots = 0;
}
else
{ /* VS 1.x */
caps->VS20Caps.Caps = 0;
caps->VS20Caps.DynamicFlowControlDepth = 0;
caps->VS20Caps.NumTemps = 0;
caps->VS20Caps.StaticFlowControlDepth = 0;
caps->MaxVShaderInstructionsExecuted = 0;
caps->MaxVertexShader30InstructionSlots = 0;
}
if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
{
/* Where possible set the caps based on OpenGL extensions and if they
* aren't set (in case of software rendering) use the PS 3.0 from
* MSDN or else if there's OpenGL spec use a hardcoded value minimum
* PS 3.0 value. */
/* Caps is more or less undocumented on MSDN but it appears to be
* used for PS20Caps based on results from R9600/FX5900/Geforce6800
* cards from Windows */
caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
WINED3DPS20CAPS_PREDICATION |
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 65535;
caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
adapter->gl_info.limits.arb_ps_instructions);
}
else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
caps->PS20Caps.Caps = 0;
caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
caps->MaxPixelShader30InstructionSlots = 0;
}
else /* PS 1.x */
{
caps->PS20Caps.Caps = 0;
caps->PS20Caps.DynamicFlowControlDepth = 0;
caps->PS20Caps.NumTemps = 0;
caps->PS20Caps.StaticFlowControlDepth = 0;
caps->PS20Caps.NumInstructionSlots = 0;
caps->MaxPShaderInstructionsExecuted = 0;
caps->MaxPixelShader30InstructionSlots = 0;
}
if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
{
/* OpenGL supports all the formats below, perhaps not always
* without conversion, but it supports them.
* Further GLSL doesn't seem to have an official unsigned type so
* don't advertise it yet as I'm not sure how we handle it.
* We might need to add some clamping in the shader engine to
* support it.
* TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
WINED3DDTCAPS_UBYTE4N |
WINED3DDTCAPS_SHORT2N |
WINED3DDTCAPS_SHORT4N;
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
WINED3DDTCAPS_FLOAT16_4;
}
}
else
{
caps->DeclTypes = 0;
}
/* Set DirectDraw helper Caps */
ckey_caps = WINEDDCKEYCAPS_DESTBLT |
WINEDDCKEYCAPS_SRCBLT;
fx_caps = WINEDDFXCAPS_BLTALPHA |
WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
WINEDDFXCAPS_BLTMIRRORUPDOWN |
WINEDDFXCAPS_BLTROTATION90 |
WINEDDFXCAPS_BLTSHRINKX |
WINEDDFXCAPS_BLTSHRINKXN |
WINEDDFXCAPS_BLTSHRINKY |
WINEDDFXCAPS_BLTSHRINKXN |
WINEDDFXCAPS_BLTSTRETCHX |
WINEDDFXCAPS_BLTSTRETCHXN |
WINEDDFXCAPS_BLTSTRETCHY |
WINEDDFXCAPS_BLTSTRETCHYN;
blit_caps = WINEDDCAPS_BLT |
WINEDDCAPS_BLTCOLORFILL |
WINEDDCAPS_BLTDEPTHFILL |
WINEDDCAPS_BLTSTRETCH |
WINEDDCAPS_CANBLTSYSMEM |
WINEDDCAPS_CANCLIP |
WINEDDCAPS_CANCLIPSTRETCHED |
WINEDDCAPS_COLORKEY |
WINEDDCAPS_COLORKEYHWASSIST |
WINEDDCAPS_ALIGNBOUNDARYSRC;
pal_caps = WINEDDPCAPS_8BIT |
WINEDDPCAPS_PRIMARYSURFACE;
/* Fill the ddraw caps structure */
caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
WINEDDCAPS_PALETTE |
blit_caps;
caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
WINEDDCAPS2_NOPAGELOCKREQUIRED |
WINEDDCAPS2_PRIMARYGAMMA |
WINEDDCAPS2_WIDESURFACES |
WINEDDCAPS2_CANRENDERWINDOWED;
caps->DirectDrawCaps.CKeyCaps = ckey_caps;
caps->DirectDrawCaps.FXCaps = fx_caps;
caps->DirectDrawCaps.PalCaps = pal_caps;
caps->DirectDrawCaps.SVBCaps = blit_caps;
caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
caps->DirectDrawCaps.SVBFXCaps = fx_caps;
caps->DirectDrawCaps.VSBCaps = blit_caps;
caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
caps->DirectDrawCaps.VSBFXCaps = fx_caps;
caps->DirectDrawCaps.SSBCaps = blit_caps;
caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
caps->DirectDrawCaps.SSBFXCaps = fx_caps;
caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
WINEDDSCAPS_BACKBUFFER |
WINEDDSCAPS_FLIP |
WINEDDSCAPS_FRONTBUFFER |
WINEDDSCAPS_OFFSCREENPLAIN |
WINEDDSCAPS_PALETTE |
WINEDDSCAPS_PRIMARYSURFACE |
WINEDDSCAPS_SYSTEMMEMORY |
WINEDDSCAPS_VIDEOMEMORY |
WINEDDSCAPS_VISIBLE;
caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
/* Set D3D caps if OpenGL is available. */
if (adapter->opengl)
{
caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
WINEDDSCAPS_MIPMAP |
WINEDDSCAPS_TEXTURE |
WINEDDSCAPS_ZBUFFER;
caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
{
IWineD3DDeviceImpl *object;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation. */
if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate device memory.\n");
return E_OUTOFMEMORY;
}
hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
if (FAILED(hr))
{
WARN("Failed to initialize device, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created device %p.\n", object);
*device = (IWineD3DDevice *)object;
IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
return WINED3D_OK;
}
void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
{
TRACE("wined3d %p.\n", wined3d);
return wined3d->parent;
}
static void WINE_GLAPI invalid_func(const void *data)
{
ERR("Invalid vertex attribute function called\n");
DebugBreak();
}
static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
{
ERR("Invalid texcoord function called\n");
DebugBreak();
}
/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
* the extension detection and are used in drawStridedSlow
*/
static void WINE_GLAPI position_d3dcolor(const void *data)
{
DWORD pos = *((const DWORD *)data);
FIXME("Add a test for fixed function position from d3dcolor type\n");
glVertex4s(D3DCOLOR_B_R(pos),
D3DCOLOR_B_G(pos),
D3DCOLOR_B_B(pos),
D3DCOLOR_B_A(pos));
}
static void WINE_GLAPI position_float4(const void *data)
{
const GLfloat *pos = data;
if (pos[3] != 0.0f && pos[3] != 1.0f)
{
float w = 1.0f / pos[3];
glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
}
else
{
glVertex3fv(pos);
}
}
static void WINE_GLAPI diffuse_d3dcolor(const void *data)
{
DWORD diffuseColor = *((const DWORD *)data);
glColor4ub(D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
}
static void WINE_GLAPI specular_d3dcolor(const void *data)
{
DWORD specularColor = *((const DWORD *)data);
GLbyte d[] = {D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)};
specular_func_3ubv(d);
}
static void WINE_GLAPI warn_no_specular_func(const void *data)
{
WARN("GL_EXT_secondary_color not supported\n");
}
static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
{
position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
/* No 4 component entry points here */
specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
}
else
{
specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
}
specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
}
else
{
specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
}
specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
/* Only 3 component entry points here. Test how others behave. Float4 normals are used
* by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
*/
normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
if (gl_info->supported[NV_HALF_FLOAT])
{
/* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
} else {
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
}
}
/* Do not call while under the GL lock. */
static BOOL InitAdapters(struct wined3d *wined3d)
{
static HMODULE mod_gl;
BOOL ret;
int ps_selected_mode, vs_selected_mode;
/* No need to hold any lock. The calling library makes sure only one thread calls
* wined3d simultaneously
*/
TRACE("Initializing adapters\n");
if(!mod_gl) {
#ifdef USE_WIN32_OPENGL
#define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
mod_gl = LoadLibraryA("opengl32.dll");
if(!mod_gl) {
ERR("Can't load opengl32.dll!\n");
goto nogl_adapter;
}
#else
#define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
/* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
mod_gl = GetModuleHandleA("gdi32.dll");
#endif
}
/* Load WGL core functions from opengl32.dll */
#define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
WGL_FUNCS_GEN;
#undef USE_WGL_FUNC
if(!pwglGetProcAddress) {
ERR("Unable to load wglGetProcAddress!\n");
goto nogl_adapter;
}
/* Dynamically load all GL core functions */
GL_FUNCS_GEN;
#undef USE_GL_FUNC
/* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
* otherwise because we have to use winex11.drv's override
*/
#ifdef USE_WIN32_OPENGL
wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
#else
wglFinish = (void*)pwglGetProcAddress("wglFinish");
wglFlush = (void*)pwglGetProcAddress("wglFlush");
#endif
glEnableWINE = glEnable;
glDisableWINE = glDisable;
/* For now only one default adapter */
{
struct wined3d_adapter *adapter = &wined3d->adapters[0];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
int iPixelFormat;
int res;
int i;
WineD3D_PixelFormat *cfgs;
DISPLAY_DEVICEW DisplayDevice;
HDC hdc;
TRACE("Initializing default adapter\n");
adapter->ordinal = 0;
adapter->monitorPoint.x = -1;
adapter->monitorPoint.y = -1;
if (!AllocateLocallyUniqueId(&adapter->luid))
{
DWORD err = GetLastError();
ERR("Failed to set adapter LUID (%#x).\n", err);
goto nogl_adapter;
}
TRACE("Allocated LUID %08x:%08x for adapter.\n",
adapter->luid.HighPart, adapter->luid.LowPart);
if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
{
ERR("Failed to get a gl context for default adapter\n");
goto nogl_adapter;
}
ret = IWineD3DImpl_FillGLCaps(adapter);
if(!ret) {
ERR("Failed to initialize gl caps for default adapter\n");
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
goto nogl_adapter;
}
ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
if(!ret) {
ERR("Failed to init gl formats\n");
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
goto nogl_adapter;
}
hdc = fake_gl_ctx.dc;
adapter->TextureRam = adapter->driver_info.vidmem;
adapter->UsedTextureRam = 0;
TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
/* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
DisplayDevice.cb = sizeof(DisplayDevice);
EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
{
int attribute;
int attribs[11];
int values[11];
int nAttribs = 0;
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
cfgs = adapter->cfgs;
attribs[nAttribs++] = WGL_RED_BITS_ARB;
attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
{
res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
if(!res)
continue;
/* Cache the pixel format */
cfgs->iPixelFormat = iPixelFormat;
cfgs->redSize = values[0];
cfgs->greenSize = values[1];
cfgs->blueSize = values[2];
cfgs->alphaSize = values[3];
cfgs->colorSize = values[4];
cfgs->depthSize = values[5];
cfgs->stencilSize = values[6];
cfgs->windowDrawable = values[7];
cfgs->iPixelType = values[8];
cfgs->doubleBuffer = values[9];
cfgs->auxBuffers = values[10];
cfgs->numSamples = 0;
/* Check multisample support */
if (gl_info->supported[ARB_MULTISAMPLE])
{
int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
int value[2];
if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
/* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
* value[1] = number of multi sample buffers*/
if(value[0])
cfgs->numSamples = value[1];
}
}
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
cfgs++;
}
}
else
{
int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
cfgs = adapter->cfgs;
for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
{
PIXELFORMATDESCRIPTOR ppfd;
res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
if(!res)
continue;
/* We only want HW acceleration using an OpenGL ICD driver.
* PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
* PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
*/
if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
{
TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
continue;
}
cfgs->iPixelFormat = iPixelFormat;
cfgs->redSize = ppfd.cRedBits;
cfgs->greenSize = ppfd.cGreenBits;
cfgs->blueSize = ppfd.cBlueBits;
cfgs->alphaSize = ppfd.cAlphaBits;
cfgs->colorSize = ppfd.cColorBits;
cfgs->depthSize = ppfd.cDepthBits;
cfgs->stencilSize = ppfd.cStencilBits;
cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
cfgs->auxBuffers = ppfd.cAuxBuffers;
cfgs->numSamples = 0;
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, windowDrawable=%d\n",
cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
cfgs++;
adapter->nCfgs++;
}
/* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
if(!adapter->nCfgs)
{
ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
HeapFree(GetProcessHeap(), 0, adapter->cfgs);
goto nogl_adapter;
}
}
/* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
* mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
* but just fake it using D24(X8?) which is fine. D3D also allows that.
* Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
* that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
* driver is allowed to consume more bits EXCEPT for stencil bits.
*
* Mark an adapter with this broken stencil behavior.
*/
adapter->brokenStencil = TRUE;
for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
{
/* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
adapter->brokenStencil = FALSE;
break;
}
}
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
fillGLAttribFuncs(&adapter->gl_info);
adapter->opengl = TRUE;
}
wined3d->adapter_count = 1;
TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
return TRUE;
nogl_adapter:
/* Initialize an adapter for ddraw-only memory counting */
memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
wined3d->adapters[0].ordinal = 0;
wined3d->adapters[0].opengl = FALSE;
wined3d->adapters[0].monitorPoint.x = -1;
wined3d->adapters[0].monitorPoint.y = -1;
wined3d->adapters[0].driver_info.name = "Display";
wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
if (wined3d_settings.emulated_textureram)
wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
else
wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
wined3d->adapter_count = 1;
return FALSE;
}
static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
const struct wined3d_parent_ops wined3d_null_parent_ops =
{
wined3d_null_wined3d_object_destroyed,
};
/* Do not call while under the GL lock. */
HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
{
wined3d->dxVersion = version;
wined3d->ref = 1;
wined3d->parent = parent;
if (!InitAdapters(wined3d))
{
WARN("Failed to initialize adapters.\n");
if (version > 7)
{
MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
return E_FAIL;
}
}
return WINED3D_OK;
}