2590 lines
117 KiB
C
2590 lines
117 KiB
C
/*
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* IWineD3D implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* Compile time diagnostics: */
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#ifndef DEBUG_SINGLE_MODE
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/* Set to 1 to force only a single display mode to be exposed: */
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#define DEBUG_SINGLE_MODE 0
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#endif
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#include "config.h"
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#include <assert.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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#define GLINFO_LOCATION This->gl_info
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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/* x11drv GDI escapes */
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#define X11DRV_ESCAPE 6789
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enum x11drv_escape_codes
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{
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X11DRV_GET_DISPLAY, /* get X11 display for a DC */
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X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
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X11DRV_GET_FONT, /* get current X font for a DC */
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};
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/* retrieve the X display to use on a given DC */
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inline static Display *get_display( HDC hdc )
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{
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Display *display;
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enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
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if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
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sizeof(display), (LPSTR)&display )) display = NULL;
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return display;
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}
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/* lookup tables */
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int minLookup[MAX_LOOKUPS];
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int maxLookup[MAX_LOOKUPS];
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DWORD *stateLookup[MAX_LOOKUPS];
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DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
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/**
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* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
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* ie there is no GL Context - Get a default rendering context to enable the
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* function query some info from GL
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*/
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static int wined3d_fake_gl_context_ref = 0;
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static BOOL wined3d_fake_gl_context_foreign;
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static BOOL wined3d_fake_gl_context_available = FALSE;
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static Display* wined3d_fake_gl_context_display = NULL;
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static CRITICAL_SECTION wined3d_fake_gl_context_cs;
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static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
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{
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0, 0, &wined3d_fake_gl_context_cs,
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{ &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
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&wined3d_fake_gl_context_cs_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
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};
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static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
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static void WineD3D_ReleaseFakeGLContext(void) {
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GLXContext glCtx;
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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if(!wined3d_fake_gl_context_available) {
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TRACE_(d3d_caps)("context not available\n");
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return;
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}
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glCtx = glXGetCurrentContext();
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TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
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if (0 == (--wined3d_fake_gl_context_ref) ) {
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if(!wined3d_fake_gl_context_foreign && glCtx) {
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TRACE_(d3d_caps)("destroying fake GL context\n");
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glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL);
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glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
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}
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wined3d_fake_gl_context_available = FALSE;
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}
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assert(wined3d_fake_gl_context_ref >= 0);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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LEAVE_GL();
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}
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static BOOL WineD3D_CreateFakeGLContext(void) {
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XVisualInfo* visInfo;
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GLXContext glCtx;
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ENTER_GL();
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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TRACE_(d3d_caps)("getting context...\n");
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if(wined3d_fake_gl_context_ref > 0) goto ret;
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assert(0 == wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_foreign = TRUE;
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if(!wined3d_fake_gl_context_display) {
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HDC device_context = GetDC(0);
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wined3d_fake_gl_context_display = get_display(device_context);
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ReleaseDC(0, device_context);
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}
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visInfo = NULL;
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glCtx = glXGetCurrentContext();
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if (!glCtx) {
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Drawable drawable;
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XVisualInfo template;
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Visual* visual;
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int num;
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XWindowAttributes win_attr;
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wined3d_fake_gl_context_foreign = FALSE;
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drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
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TRACE_(d3d_caps)("Creating Fake GL Context\n");
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/* Get the X visual */
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if (XGetWindowAttributes(wined3d_fake_gl_context_display, drawable, &win_attr)) {
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visual = win_attr.visual;
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} else {
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visual = DefaultVisual(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display));
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}
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template.visualid = XVisualIDFromVisual(visual);
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visInfo = XGetVisualInfo(wined3d_fake_gl_context_display, VisualIDMask, &template, &num);
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if (!visInfo) {
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WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
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goto fail;
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}
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/* Create a GL context */
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glCtx = glXCreateContext(wined3d_fake_gl_context_display, visInfo, NULL, GL_TRUE);
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if (!glCtx) {
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WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
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goto fail;
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}
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/* Make it the current GL context */
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if (!glXMakeCurrent(wined3d_fake_gl_context_display, drawable, glCtx)) {
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WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
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goto fail;
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}
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XFree(visInfo);
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}
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ret:
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TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_ref++;
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wined3d_fake_gl_context_available = TRUE;
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return TRUE;
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fail:
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if(visInfo) XFree(visInfo);
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if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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LEAVE_GL();
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return FALSE;
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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ULONG refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
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}
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static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->ref);
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ref = InterlockedDecrement(&This->ref);
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if (ref == 0) {
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* Set the shader type for this device, depending on the given capabilities,
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* the device type, and the user preferences in wined3d_settings */
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static void select_shader_mode(
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WineD3D_GL_Info *gl_info,
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WINED3DDEVTYPE DeviceType,
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int* ps_selected,
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int* vs_selected) {
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/* Give priority to user disable/emulation request.
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* Then respect REF device for software.
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* Then check capabilities for hardware, and fallback to software */
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if (wined3d_settings.vs_mode == VS_NONE) {
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*vs_selected = SHADER_NONE;
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} else if (DeviceType == WINED3DDEVTYPE_REF || wined3d_settings.vs_mode == VS_SW) {
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*vs_selected = SHADER_SW;
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} else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
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*vs_selected = SHADER_GLSL;
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} else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
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*vs_selected = SHADER_ARB;
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} else {
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*vs_selected = SHADER_SW;
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}
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/* Fallback to SHADER_NONE where software pixel shaders should be used */
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if (wined3d_settings.ps_mode == PS_NONE) {
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*ps_selected = SHADER_NONE;
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} else if (DeviceType == WINED3DDEVTYPE_REF) {
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*ps_selected = SHADER_NONE;
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} else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
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*ps_selected = SHADER_GLSL;
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} else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
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*ps_selected = SHADER_ARB;
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} else {
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*ps_selected = SHADER_NONE;
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}
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}
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/** Select the number of report maximum shader constants based on the selected shader modes */
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void select_shader_max_constants(
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int ps_selected_mode,
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int vs_selected_mode,
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WineD3D_GL_Info *gl_info) {
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switch (vs_selected_mode) {
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case SHADER_GLSL:
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/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
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gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
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break;
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case SHADER_ARB:
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/* We have to subtract any other PARAMs that we might use in our shader programs.
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* ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
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* and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
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gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
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break;
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case SHADER_SW:
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gl_info->max_vshader_constantsF = 96; /* TODO: Fixup software shaders */
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break;
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default:
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gl_info->max_vshader_constantsF = 0;
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break;
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}
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switch (ps_selected_mode) {
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case SHADER_GLSL:
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/* Subtract the other potential uniforms from the max available (bools & ints).
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* In theory the texbem instruction may need one more shader constant too. But lets assume
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* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
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* and lets not take away a uniform needlessly from all other shaders.
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*/
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gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I;
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break;
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case SHADER_ARB:
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/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
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* a free constant to do that, so no need to reduce the number of available constants.
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*/
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gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
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break;
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case SHADER_SW:
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gl_info->max_pshader_constantsF = 96; /* TODO: Fixup software shaders */
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break;
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default:
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gl_info->max_pshader_constantsF = 0;
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break;
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}
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}
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/**********************************************************
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* IWineD3D parts follows
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**********************************************************/
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BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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WineD3D_GL_Info *gl_info = &This->gl_info;
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const char *GL_Extensions = NULL;
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const char *GLX_Extensions = NULL;
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const char *gl_string = NULL;
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const char *gl_string_cursor = NULL;
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GLint gl_max;
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GLfloat gl_floatv[2];
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Bool test = 0;
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int major, minor;
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BOOL return_value = TRUE;
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int i;
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/* Make sure that we've got a context */
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/* TODO: CreateFakeGLContext should really take a display as a parameter */
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/* Only save the values obtained when a display is provided */
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if (!WineD3D_CreateFakeGLContext() || wined3d_fake_gl_context_foreign)
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return_value = FALSE;
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TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
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gl_string = (const char *) glGetString(GL_RENDERER);
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if (NULL == gl_string)
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gl_string = "None";
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strcpy(gl_info->gl_renderer, gl_string);
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/* Fill in the GL info retrievable depending on the display */
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if (NULL != display) {
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test = glXQueryVersion(display, &major, &minor);
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gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
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} else {
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FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
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}
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gl_string = (const char *) glGetString(GL_VENDOR);
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TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
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if (gl_string != NULL) {
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/* Fill in the GL vendor */
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if (strstr(gl_string, "NVIDIA")) {
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gl_info->gl_vendor = VENDOR_NVIDIA;
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} else if (strstr(gl_string, "ATI")) {
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gl_info->gl_vendor = VENDOR_ATI;
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} else if (strstr(gl_string, "Intel(R)") ||
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strstr(gl_info->gl_renderer, "Intel(R)")) {
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gl_info->gl_vendor = VENDOR_INTEL;
|
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} else if (strstr(gl_string, "Mesa")) {
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gl_info->gl_vendor = VENDOR_MESA;
|
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} else {
|
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gl_info->gl_vendor = VENDOR_WINE;
|
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}
|
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} else {
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gl_info->gl_vendor = VENDOR_WINE;
|
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}
|
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|
|
|
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TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
|
|
|
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/* Parse the GL_VERSION field into major and minor information */
|
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gl_string = (const char *) glGetString(GL_VERSION);
|
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if (gl_string != NULL) {
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|
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switch (gl_info->gl_vendor) {
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case VENDOR_NVIDIA:
|
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gl_string_cursor = strstr(gl_string, "NVIDIA");
|
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if (!gl_string_cursor) {
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ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
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break;
|
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}
|
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|
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gl_string_cursor = strstr(gl_string_cursor, " ");
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if (!gl_string_cursor) {
|
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ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
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break;
|
|
}
|
|
|
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while (*gl_string_cursor == ' ') {
|
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++gl_string_cursor;
|
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}
|
|
|
|
if (!*gl_string_cursor) {
|
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ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
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break;
|
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}
|
|
|
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major = atoi(gl_string_cursor);
|
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while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
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++gl_string_cursor;
|
|
}
|
|
|
|
if (*gl_string_cursor++ != '.') {
|
|
ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
|
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break;
|
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}
|
|
|
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minor = atoi(gl_string_cursor);
|
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minor = major*100+minor;
|
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major = 10;
|
|
|
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break;
|
|
|
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case VENDOR_ATI:
|
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major = minor = 0;
|
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gl_string_cursor = strchr(gl_string, '-');
|
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if (gl_string_cursor) {
|
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int error = 0;
|
|
gl_string_cursor++;
|
|
|
|
/* Check if version number is of the form x.y.z */
|
|
if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
|
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error = 1;
|
|
if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
|
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error = 1;
|
|
if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
|
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error = 1;
|
|
if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
|
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error = 1;
|
|
|
|
/* Mark version number as malformed */
|
|
if (error)
|
|
gl_string_cursor = 0;
|
|
}
|
|
|
|
if (!gl_string_cursor)
|
|
WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
|
|
else {
|
|
major = *gl_string_cursor - '0';
|
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minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
|
|
}
|
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break;
|
|
|
|
case VENDOR_INTEL:
|
|
case VENDOR_MESA:
|
|
gl_string_cursor = strstr(gl_string, "Mesa");
|
|
gl_string_cursor = strstr(gl_string_cursor, " ");
|
|
while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
|
|
if (*gl_string_cursor) {
|
|
char tmp[16];
|
|
int cursor = 0;
|
|
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
tmp[cursor++] = *gl_string_cursor;
|
|
++gl_string_cursor;
|
|
}
|
|
tmp[cursor] = 0;
|
|
major = atoi(tmp);
|
|
|
|
if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
|
|
++gl_string_cursor;
|
|
|
|
cursor = 0;
|
|
while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
|
|
tmp[cursor++] = *gl_string_cursor;
|
|
++gl_string_cursor;
|
|
}
|
|
tmp[cursor] = 0;
|
|
minor = atoi(tmp);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
major = 0;
|
|
minor = 9;
|
|
}
|
|
gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
|
|
TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
|
|
}
|
|
|
|
TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
|
|
|
|
/*
|
|
* Initialize openGL extension related variables
|
|
* with Default values
|
|
*/
|
|
memset(&gl_info->supported, 0, sizeof(gl_info->supported));
|
|
gl_info->max_buffers = 1;
|
|
gl_info->max_textures = 1;
|
|
gl_info->max_texture_stages = 1;
|
|
gl_info->max_samplers = 1;
|
|
gl_info->max_sampler_stages = 1;
|
|
gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
|
|
gl_info->ps_arb_max_temps = 0;
|
|
gl_info->ps_arb_max_instructions = 0;
|
|
gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
|
|
gl_info->vs_arb_max_temps = 0;
|
|
gl_info->vs_arb_max_instructions = 0;
|
|
gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
|
|
gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
|
|
gl_info->vs_glsl_constantsF = 0;
|
|
gl_info->ps_glsl_constantsF = 0;
|
|
gl_info->vs_arb_constantsF = 0;
|
|
gl_info->ps_arb_constantsF = 0;
|
|
|
|
/* Now work out what GL support this card really has */
|
|
#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
|
|
GL_EXT_FUNCS_GEN;
|
|
GLX_EXT_FUNCS_GEN;
|
|
#undef USE_GL_FUNC
|
|
|
|
/* Retrieve opengl defaults */
|
|
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
|
|
gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
|
|
TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
|
|
|
|
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
|
|
gl_info->max_lights = gl_max;
|
|
TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
|
|
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
|
|
gl_info->max_texture_size = gl_max;
|
|
TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
|
|
|
|
glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
|
|
gl_info->max_pointsize = 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);
|
|
TRACE_(d3d_caps)("GL_Extensions reported:\n");
|
|
|
|
if (NULL == GL_Extensions) {
|
|
ERR(" GL_Extensions returns NULL\n");
|
|
} else {
|
|
while (*GL_Extensions != 0x00) {
|
|
const char *Start = GL_Extensions;
|
|
char ThisExtn[256];
|
|
|
|
memset(ThisExtn, 0x00, sizeof(ThisExtn));
|
|
while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
|
|
GL_Extensions++;
|
|
}
|
|
memcpy(ThisExtn, Start, (GL_Extensions - Start));
|
|
TRACE_(d3d_caps)("- %s\n", ThisExtn);
|
|
|
|
/**
|
|
* ARB
|
|
*/
|
|
if (strcmp(ThisExtn, "GL_ARB_draw_buffers") == 0) {
|
|
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
|
|
TRACE_(d3d_caps)(" FOUND: ARB_draw_buffers support - max buffers=%u\n", gl_max);
|
|
gl_info->supported[ARB_DRAW_BUFFERS] = TRUE;
|
|
gl_info->max_buffers = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
|
|
gl_info->ps_arb_version = PS_VERSION_11;
|
|
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
|
|
gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
|
|
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
|
|
gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
|
|
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
|
|
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
|
|
gl_info->ps_arb_constantsF = gl_max;
|
|
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
|
|
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max temporaries=%u\n", gl_max);
|
|
gl_info->ps_arb_max_temps = gl_max;
|
|
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
|
|
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max instructions=%u\n", gl_max);
|
|
gl_info->ps_arb_max_instructions = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) {
|
|
gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE;
|
|
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
|
|
gl_max /= 4;
|
|
TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max);
|
|
gl_info->ps_glsl_constantsF = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB imaging support\n");
|
|
gl_info->supported[ARB_IMAGING] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
|
|
gl_info->supported[ARB_MULTISAMPLE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
|
|
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
|
|
TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
|
|
gl_info->supported[ARB_MULTITEXTURE] = TRUE;
|
|
gl_info->max_textures = min(MAX_TEXTURES, gl_max);
|
|
gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
|
|
gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
|
|
gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
|
|
TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
|
|
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
|
|
gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
|
|
gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
|
|
gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
|
|
gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_float") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Float texture support\n");
|
|
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_half_float_pixel") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Half-float pixel support\n");
|
|
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
|
|
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
|
|
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_texture_non_power_of_two") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB NPOT texture support\n");
|
|
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
|
|
gl_info->supported[ARB_MULTISAMPLE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
|
|
gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
|
|
gl_info->supported[ARB_POINT_SPRITE] = TRUE;
|
|
} else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
|
|
gl_info->vs_arb_version = VS_VERSION_11;
|
|
TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
|
|
gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
|
|
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
|
|
TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
|
|
gl_info->vs_arb_constantsF = gl_max;
|
|
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
|
|
TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max temporaries=%u\n", gl_max);
|
|
gl_info->vs_arb_max_temps = gl_max;
|
|
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
|
|
TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max instructions=%u\n", gl_max);
|
|
gl_info->vs_arb_max_instructions = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) {
|
|
gl_info->supported[ARB_VERTEX_SHADER] = TRUE;
|
|
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
|
|
gl_max /= 4;
|
|
TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max);
|
|
gl_info->vs_glsl_constantsF = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
|
|
glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
|
|
TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
|
|
gl_info->max_blends = gl_max;
|
|
gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
|
|
gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
|
|
gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
|
|
gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
|
|
/**
|
|
* EXT
|
|
*/
|
|
} else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
|
|
gl_info->supported[EXT_FOG_COORD] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
|
|
gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_blend_minmax") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Blend minmax support\n");
|
|
gl_info->supported[EXT_BLEND_MINMAX] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
|
|
TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
|
|
gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
|
|
gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
|
|
gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n");
|
|
gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
|
|
gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture3D") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT_texture3D support\n");
|
|
gl_info->supported[EXT_TEXTURE3D] = TRUE;
|
|
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
|
|
TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_max);
|
|
gl_info->max_texture3d_size = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
|
|
gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
|
|
gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
|
|
gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
|
|
gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
|
|
gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
|
|
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
|
|
TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
|
|
gl_info->max_anisotropy = gl_max;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
|
|
gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
|
|
gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
|
|
gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
|
|
|
|
/**
|
|
* NVIDIA
|
|
*/
|
|
} else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
|
|
gl_info->supported[NV_FOG_DISTANCE] = TRUE;
|
|
} else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
|
|
gl_info->ps_nv_version = (strcmp(ThisExtn, "GL_NV_fragment_program2") == 0) ? PS_VERSION_30 : PS_VERSION_20;
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
|
|
} else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
|
|
glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
|
|
gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max);
|
|
gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
|
|
gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
|
|
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
|
|
gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
|
|
gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
|
|
gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
|
|
gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
|
|
gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
|
|
} else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
|
|
if(strcmp(ThisExtn, "GL_NV_vertex_program3") == 0)
|
|
gl_info->vs_nv_version = VS_VERSION_30;
|
|
else if(strcmp(ThisExtn, "GL_NV_vertex_program2") == 0)
|
|
gl_info->vs_nv_version = VS_VERSION_20;
|
|
else if(strcmp(ThisExtn, "GL_NV_vertex_program1_1") == 0)
|
|
gl_info->vs_nv_version = VS_VERSION_11;
|
|
else
|
|
gl_info->vs_nv_version = VS_VERSION_10;
|
|
TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
|
|
gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
|
|
|
|
/**
|
|
* ATI
|
|
*/
|
|
/** TODO */
|
|
} else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n");
|
|
gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
|
|
gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
|
|
TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
|
|
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
|
|
} else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
|
|
gl_info->vs_ati_version = VS_VERSION_11;
|
|
TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
|
|
gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
|
|
}
|
|
|
|
|
|
if (*GL_Extensions == ' ') GL_Extensions++;
|
|
}
|
|
}
|
|
checkGLcall("extension detection\n");
|
|
|
|
/* 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->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
|
|
|
|
/* We can only use ORM_FBO when the hardware supports it. */
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
|
|
WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
|
|
wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
|
|
}
|
|
|
|
/* MRTs are currently only supported when FBOs are used. */
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
|
|
gl_info->max_buffers = 1;
|
|
}
|
|
|
|
/* Below 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
|
|
* in case of the latest videocards in the number of pixel/vertex pipelines.
|
|
*
|
|
* A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
|
|
* rendering. Various games 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.
|
|
*/
|
|
switch (gl_info->gl_vendor) {
|
|
case VENDOR_NVIDIA:
|
|
/* 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->vs_nv_version == VS_VERSION_30)) {
|
|
if (strstr(gl_info->gl_renderer, "7800") ||
|
|
strstr(gl_info->gl_renderer, "7900") ||
|
|
strstr(gl_info->gl_renderer, "7950") ||
|
|
strstr(gl_info->gl_renderer, "Quadro FX 4") ||
|
|
strstr(gl_info->gl_renderer, "Quadro FX 5"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
|
|
else if(strstr(gl_info->gl_renderer, "6800") ||
|
|
strstr(gl_info->gl_renderer, "7600"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
|
|
else if(strstr(gl_info->gl_renderer, "6600") ||
|
|
strstr(gl_info->gl_renderer, "6610") ||
|
|
strstr(gl_info->gl_renderer, "6700"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400 */
|
|
} else if(WINE_D3D9_CAPABLE(gl_info)) {
|
|
if (strstr(gl_info->gl_renderer, "5800") ||
|
|
strstr(gl_info->gl_renderer, "5900") ||
|
|
strstr(gl_info->gl_renderer, "5950") ||
|
|
strstr(gl_info->gl_renderer, "Quadro FX"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
|
|
else if(strstr(gl_info->gl_renderer, "5600") ||
|
|
strstr(gl_info->gl_renderer, "5650") ||
|
|
strstr(gl_info->gl_renderer, "5700") ||
|
|
strstr(gl_info->gl_renderer, "5750"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
|
|
} else if(WINE_D3D8_CAPABLE(gl_info)) {
|
|
if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
|
|
} else if(WINE_D3D7_CAPABLE(gl_info)) {
|
|
if (strstr(gl_info->gl_renderer, "GeForce4 MX"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
|
|
else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
|
|
else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2"))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
|
|
} else {
|
|
if (strstr(gl_info->gl_renderer, "TNT2"))
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
|
|
}
|
|
break;
|
|
case VENDOR_ATI:
|
|
if(WINE_D3D9_CAPABLE(gl_info)) {
|
|
/* Radeon R5xx */
|
|
if (strstr(gl_info->gl_renderer, "X1600") ||
|
|
strstr(gl_info->gl_renderer, "X1800") ||
|
|
strstr(gl_info->gl_renderer, "X1900") ||
|
|
strstr(gl_info->gl_renderer, "X1950"))
|
|
gl_info->gl_card = CARD_ATI_RADEON_X1600;
|
|
/* Radeon R4xx + X1300/X1400 (lowend R5xx) */
|
|
else if(strstr(gl_info->gl_renderer, "X700") ||
|
|
strstr(gl_info->gl_renderer, "X800") ||
|
|
strstr(gl_info->gl_renderer, "X850") ||
|
|
strstr(gl_info->gl_renderer, "X1300") ||
|
|
strstr(gl_info->gl_renderer, "X1400"))
|
|
gl_info->gl_card = CARD_ATI_RADEON_X700;
|
|
/* Radeon R3xx */
|
|
else
|
|
gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
|
|
} else if(WINE_D3D8_CAPABLE(gl_info)) {
|
|
gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
|
|
} else if(WINE_D3D7_CAPABLE(gl_info)) {
|
|
gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
|
|
} else
|
|
gl_info->gl_card = CARD_ATI_RAGE_128PRO;
|
|
break;
|
|
case VENDOR_INTEL:
|
|
if (strstr(gl_info->gl_renderer, "915GM")) {
|
|
gl_info->gl_card = CARD_INTEL_I915GM;
|
|
} else if (strstr(gl_info->gl_renderer, "915G")) {
|
|
gl_info->gl_card = CARD_INTEL_I915G;
|
|
} else if (strstr(gl_info->gl_renderer, "865G")) {
|
|
gl_info->gl_card = CARD_INTEL_I865G;
|
|
} else if (strstr(gl_info->gl_renderer, "855G")) {
|
|
gl_info->gl_card = CARD_INTEL_I855G;
|
|
} else if (strstr(gl_info->gl_renderer, "830G")) {
|
|
gl_info->gl_card = CARD_INTEL_I830G;
|
|
} else {
|
|
gl_info->gl_card = CARD_INTEL_I915G;
|
|
}
|
|
break;
|
|
case VENDOR_MESA:
|
|
case VENDOR_WINE:
|
|
default:
|
|
/* 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.
|
|
*/
|
|
gl_info->gl_vendor = VENDOR_NVIDIA;
|
|
if(WINE_D3D9_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
|
|
else if(WINE_D3D8_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
|
|
else if(WINE_D3D7_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_GEFORCE;
|
|
else if(WINE_D3D6_CAPABLE(gl_info))
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
|
|
else
|
|
gl_info->gl_card = CARD_NVIDIA_RIVA_128;
|
|
}
|
|
TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
|
|
|
|
/* Load all the lookup tables
|
|
TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
|
|
minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
|
|
maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
|
|
|
|
minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
|
|
maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
|
|
|
|
|
|
for (i = 0; i < MAX_LOOKUPS; i++) {
|
|
stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
|
|
}
|
|
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
|
|
stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
|
|
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
|
|
|
|
stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
|
|
stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
|
|
stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
|
|
stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
|
|
gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
|
|
|
|
|
|
minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
|
|
minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
|
|
minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
|
|
minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
|
|
minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
|
|
minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
|
|
GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
|
|
minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
|
|
|
|
/* TODO: config lookups */
|
|
|
|
if (display != NULL) {
|
|
GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
|
|
TRACE_(d3d_caps)("GLX_Extensions reported:\n");
|
|
|
|
if (NULL == GLX_Extensions) {
|
|
ERR(" GLX_Extensions returns NULL\n");
|
|
} else {
|
|
while (*GLX_Extensions != 0x00) {
|
|
const char *Start = GLX_Extensions;
|
|
char ThisExtn[256];
|
|
|
|
memset(ThisExtn, 0x00, sizeof(ThisExtn));
|
|
while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
|
|
GLX_Extensions++;
|
|
}
|
|
memcpy(ThisExtn, Start, (GLX_Extensions - Start));
|
|
TRACE_(d3d_caps)("- %s\n", ThisExtn);
|
|
if (*GLX_Extensions == ' ') GLX_Extensions++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
WineD3D_ReleaseFakeGLContext();
|
|
return return_value;
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3D implementation follows
|
|
**********************************************************/
|
|
|
|
static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
/* FIXME: Set to one for now to imply the display */
|
|
TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
|
|
return 1;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
POINT pt = { -1, -1 };
|
|
|
|
if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
|
|
return NULL;
|
|
}
|
|
|
|
FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter);
|
|
return MonitorFromPoint(pt, 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 */
|
|
static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return 0;
|
|
}
|
|
|
|
if (Adapter == 0) { /* Display */
|
|
int i = 0;
|
|
int j = 0;
|
|
|
|
if (!DEBUG_SINGLE_MODE) {
|
|
DEVMODEW DevModeW;
|
|
|
|
while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
|
|
j++;
|
|
switch (Format)
|
|
{
|
|
case WINED3DFMT_UNKNOWN:
|
|
if (DevModeW.dmBitsPerPel == 32 ||
|
|
DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
case WINED3DFMT_X8R8G8B8:
|
|
if (DevModeW.dmBitsPerPel == 32) i++;
|
|
break;
|
|
case WINED3DFMT_R5G6B5:
|
|
if (DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
default:
|
|
/* Skip other modes as they do not match the requested format */
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
i = 1;
|
|
j = 1;
|
|
}
|
|
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
|
|
return i;
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
|
|
static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
|
|
|
|
/* Validate the parameters as much as possible */
|
|
if (NULL == pMode ||
|
|
Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
|
|
Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
|
|
DEVMODEW DevModeW;
|
|
int ModeIdx = 0;
|
|
int i = 0;
|
|
int j = 0;
|
|
|
|
/* 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) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
|
|
switch (Format)
|
|
{
|
|
case WINED3DFMT_UNKNOWN:
|
|
if (DevModeW.dmBitsPerPel == 32 ||
|
|
DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
case WINED3DFMT_X8R8G8B8:
|
|
if (DevModeW.dmBitsPerPel == 32) i++;
|
|
break;
|
|
case WINED3DFMT_R5G6B5:
|
|
if (DevModeW.dmBitsPerPel == 16) i++;
|
|
break;
|
|
default:
|
|
/* Modes that don't match what we support can get an early-out */
|
|
TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (i == 0) {
|
|
TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
ModeIdx = j - 1;
|
|
|
|
/* Now get the display mode via the calculated index */
|
|
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
|
|
pMode->Width = DevModeW.dmPelsWidth;
|
|
pMode->Height = DevModeW.dmPelsHeight;
|
|
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
|
|
if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
|
|
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
|
|
|
|
if (Format == WINED3DFMT_UNKNOWN)
|
|
{
|
|
switch (DevModeW.dmBitsPerPel)
|
|
{
|
|
case 16:
|
|
pMode->Format = WINED3DFMT_R5G6B5;
|
|
break;
|
|
case 32:
|
|
pMode->Format = WINED3DFMT_X8R8G8B8;
|
|
break;
|
|
default:
|
|
pMode->Format = WINED3DFMT_UNKNOWN;
|
|
ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
|
|
}
|
|
} else {
|
|
pMode->Format = Format;
|
|
}
|
|
} else {
|
|
TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
|
|
pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
|
|
DevModeW.dmBitsPerPel);
|
|
|
|
} else if (DEBUG_SINGLE_MODE) {
|
|
/* Return one setting of the format requested */
|
|
if (Mode > 0) return WINED3DERR_INVALIDCALL;
|
|
pMode->Width = 800;
|
|
pMode->Height = 600;
|
|
pMode->RefreshRate = 60;
|
|
pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
|
|
|
|
if (NULL == pMode ||
|
|
Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (Adapter == 0) { /* Display */
|
|
int bpp = 0;
|
|
DEVMODEW DevModeW;
|
|
|
|
EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
|
|
pMode->Width = DevModeW.dmPelsWidth;
|
|
pMode->Height = DevModeW.dmPelsHeight;
|
|
bpp = DevModeW.dmBitsPerPel;
|
|
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
|
|
if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
|
|
{
|
|
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
|
|
}
|
|
|
|
switch (bpp) {
|
|
case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
|
|
case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
|
|
case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
|
|
case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
|
|
default: pMode->Format = WINED3DFMT_UNKNOWN;
|
|
}
|
|
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
|
|
TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
|
|
pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
|
|
Display *display;
|
|
HDC device_context;
|
|
/* only works with one adapter at the moment... */
|
|
|
|
/* Get the display */
|
|
device_context = GetDC(0);
|
|
display = get_display(device_context);
|
|
ReleaseDC(0, device_context);
|
|
return display;
|
|
}
|
|
|
|
/* 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 */
|
|
static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
|
|
WINED3DADAPTER_IDENTIFIER* pIdentifier) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (Adapter == 0) { /* Display - only device supported for now */
|
|
|
|
BOOL isGLInfoValid = This->isGLInfoValid;
|
|
|
|
/* FillGLCaps updates gl_info, but we only want to store and
|
|
reuse the values once we have a context which is valid. Values from
|
|
a temporary context may differ from the final ones */
|
|
if (!isGLInfoValid) {
|
|
/* If we don't know the device settings, go query them now */
|
|
isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
|
|
}
|
|
|
|
/* If it worked, return the information requested */
|
|
if (isGLInfoValid) {
|
|
TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
|
|
strcpy(pIdentifier->Driver, "Display");
|
|
strcpy(pIdentifier->Description, "Direct3D HAL");
|
|
|
|
/* Note dx8 doesn't supply a DeviceName */
|
|
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
|
|
/* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
|
|
pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
|
|
pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
|
|
*(pIdentifier->VendorId) = This->gl_info.gl_vendor;
|
|
*(pIdentifier->DeviceId) = This->gl_info.gl_card;
|
|
*(pIdentifier->SubSysId) = 0;
|
|
*(pIdentifier->Revision) = 0;
|
|
|
|
} else {
|
|
|
|
/* If it failed, return dummy values from an NVidia driver */
|
|
WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
|
|
strcpy(pIdentifier->Driver, "Display");
|
|
strcpy(pIdentifier->Description, "Direct3D HAL");
|
|
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
|
|
/* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */
|
|
pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
|
|
/* 71.74 is a current Linux Nvidia driver version */
|
|
pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74));
|
|
*(pIdentifier->VendorId) = VENDOR_NVIDIA;
|
|
*(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4200;
|
|
*(pIdentifier->SubSysId) = 0;
|
|
*(pIdentifier->Revision) = 0;
|
|
}
|
|
|
|
/*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
|
|
if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
|
|
*(pIdentifier->WHQLLevel) = 0;
|
|
} else {
|
|
*(pIdentifier->WHQLLevel) = 1;
|
|
}
|
|
|
|
} else {
|
|
FIXME_(d3d_caps)("Adapter not primary display\n");
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
|
|
#if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
|
|
int gl_test;
|
|
int rb, gb, bb, ab, type, buf_sz;
|
|
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RED_SIZE, &rb);
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_GREEN_SIZE, &gb);
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BLUE_SIZE, &bb);
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_ALPHA_SIZE, &ab);
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RENDER_TYPE, &type);
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
|
|
|
|
switch (Format) {
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_R8G8B8:
|
|
if (8 == rb && 8 == gb && 8 == bb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_A8R8G8B8:
|
|
if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
|
|
break;
|
|
case WINED3DFMT_A2R10G10B10:
|
|
if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
|
|
break;
|
|
case WINED3DFMT_X1R5G5B5:
|
|
if (5 == rb && 5 == gb && 5 == bb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_A1R5G5B5:
|
|
if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
|
|
break;
|
|
case WINED3DFMT_X4R4G4B4:
|
|
if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_R5G6B5:
|
|
if (5 == rb && 6 == gb && 5 == bb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_R3G3B2:
|
|
if (3 == rb && 3 == gb && 2 == bb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_A8P8:
|
|
if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
|
|
break;
|
|
case WINED3DFMT_P8:
|
|
if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return FALSE;
|
|
#else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
|
|
switch (Format) {
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_R8G8B8:
|
|
case WINED3DFMT_A8R8G8B8:
|
|
case WINED3DFMT_A2R10G10B10:
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_R3G3B2:
|
|
case WINED3DFMT_A8P8:
|
|
case WINED3DFMT_P8:
|
|
return TRUE;
|
|
default:
|
|
break;
|
|
}
|
|
return FALSE;
|
|
#endif
|
|
}
|
|
|
|
static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
|
|
#if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
|
|
int gl_test;
|
|
int db, sb;
|
|
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_DEPTH_SIZE, &db);
|
|
gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_STENCIL_SIZE, &sb);
|
|
|
|
switch (Format) {
|
|
case WINED3DFMT_D16:
|
|
case WINED3DFMT_D16_LOCKABLE:
|
|
if (16 == db) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D32:
|
|
if (32 == db) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D15S1:
|
|
if (15 == db) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D24S8:
|
|
if (24 == db && 8 == sb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D24FS8:
|
|
if (24 == db && 8 == sb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D24X8:
|
|
if (24 == db) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D24X4S4:
|
|
if (24 == db && 4 == sb) return TRUE;
|
|
break;
|
|
case WINED3DFMT_D32F_LOCKABLE:
|
|
if (32 == db) return TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return FALSE;
|
|
#else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
|
|
switch (Format) {
|
|
case WINED3DFMT_D16:
|
|
case WINED3DFMT_D16_LOCKABLE:
|
|
case WINED3DFMT_D32:
|
|
case WINED3DFMT_D15S1:
|
|
case WINED3DFMT_D24S8:
|
|
case WINED3DFMT_D24FS8:
|
|
case WINED3DFMT_D24X8:
|
|
case WINED3DFMT_D24X4S4:
|
|
case WINED3DFMT_D32F_LOCKABLE:
|
|
return TRUE;
|
|
default:
|
|
break;
|
|
}
|
|
return FALSE;
|
|
#endif
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT AdapterFormat,
|
|
WINED3DFORMAT RenderTargetFormat,
|
|
WINED3DFORMAT DepthStencilFormat) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
|
GLXFBConfig* cfgs = NULL;
|
|
int nCfgs = 0;
|
|
int it;
|
|
|
|
WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
|
|
This, Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
AdapterFormat, debug_d3dformat(AdapterFormat),
|
|
RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
|
|
DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(WineD3D_CreateFakeGLContext())
|
|
cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
|
|
|
|
if (cfgs) {
|
|
for (it = 0; it < nCfgs; ++it) {
|
|
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], RenderTargetFormat)) {
|
|
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(wined3d_fake_gl_context_display, cfgs[it], DepthStencilFormat)) {
|
|
hr = WINED3D_OK;
|
|
break ;
|
|
}
|
|
}
|
|
}
|
|
XFree(cfgs);
|
|
if(hr != WINED3D_OK)
|
|
ERR("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
|
|
} else {
|
|
ERR_(d3d_caps)("returning WINED3D_OK even so CreateFakeGLContext or glXGetFBConfigs failed\n");
|
|
hr = WINED3D_OK;
|
|
}
|
|
|
|
WineD3D_ReleaseFakeGLContext();
|
|
|
|
if (hr != WINED3D_OK)
|
|
TRACE_(d3d_caps)("Failed to match stencil format to device\n");
|
|
|
|
TRACE_(d3d_caps)("(%p) : Returning %x\n", This, hr);
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT SurfaceFormat,
|
|
BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
|
|
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
SurfaceFormat, debug_d3dformat(SurfaceFormat),
|
|
Windowed,
|
|
MultiSampleType,
|
|
pQualityLevels);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (pQualityLevels != NULL) {
|
|
static int s_single_shot = 0;
|
|
if (!s_single_shot) {
|
|
FIXME("Quality levels unsupported at present\n");
|
|
s_single_shot = 1;
|
|
}
|
|
*pQualityLevels = 1; /* Guess at a value! */
|
|
}
|
|
|
|
if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
|
|
WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
|
|
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
GLXFBConfig* cfgs = NULL;
|
|
int nCfgs = 0;
|
|
int it;
|
|
HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
|
|
|
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
|
|
This,
|
|
Adapter,
|
|
CheckType, debug_d3ddevicetype(CheckType),
|
|
DisplayFormat, debug_d3dformat(DisplayFormat),
|
|
BackBufferFormat, debug_d3dformat(BackBufferFormat),
|
|
Windowed);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (WineD3D_CreateFakeGLContext()) {
|
|
cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
|
|
for (it = 0; it < nCfgs; ++it) {
|
|
if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], DisplayFormat)) {
|
|
hr = WINED3D_OK;
|
|
TRACE_(d3d_caps)("OK\n");
|
|
break ;
|
|
}
|
|
}
|
|
if(cfgs) XFree(cfgs);
|
|
if(hr != WINED3D_OK)
|
|
ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
|
|
WineD3D_ReleaseFakeGLContext();
|
|
}
|
|
|
|
if(hr != WINED3D_OK)
|
|
TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
AdapterFormat, debug_d3dformat(AdapterFormat),
|
|
Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
|
|
RType, debug_d3dresourcetype(RType),
|
|
CheckFormat, debug_d3dformat(CheckFormat));
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
|
|
* See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
|
|
* and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
|
|
if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE; /* Enable when fully supported */
|
|
}
|
|
|
|
if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_D16_LOCKABLE:
|
|
case WINED3DFMT_D32:
|
|
case WINED3DFMT_D15S1:
|
|
case WINED3DFMT_D24S8:
|
|
case WINED3DFMT_D24X8:
|
|
case WINED3DFMT_D24X4S4:
|
|
case WINED3DFMT_D16:
|
|
case WINED3DFMT_L16:
|
|
case WINED3DFMT_D32F_LOCKABLE:
|
|
case WINED3DFMT_D24FS8:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
default:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
} else if(Usage & WINED3DUSAGE_RENDERTARGET) {
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_R8G8B8:
|
|
case WINED3DFMT_A8R8G8B8:
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_R3G3B2:
|
|
case WINED3DFMT_X4R4G4B4:
|
|
case WINED3DFMT_A8B8G8R8:
|
|
case WINED3DFMT_X8B8G8R8:
|
|
case WINED3DFMT_P8:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
default:
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_DXT1:
|
|
case WINED3DFMT_DXT2:
|
|
case WINED3DFMT_DXT3:
|
|
case WINED3DFMT_DXT4:
|
|
case WINED3DFMT_DXT5:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
default:
|
|
break; /* Avoid compiler warnings */
|
|
}
|
|
}
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
|
|
|
|
BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
|
|
|
|
switch (CheckFormat) {
|
|
case WINED3DFMT_R16F:
|
|
case WINED3DFMT_A16B16G16R16F:
|
|
if (!half_pixel_support) break;
|
|
case WINED3DFMT_R32F:
|
|
case WINED3DFMT_A32B32G32R32F:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
default:
|
|
break; /* Avoid compiler warnings */
|
|
}
|
|
}
|
|
|
|
/* This format is nothing special and it is supported perfectly.
|
|
* However, ati and nvidia driver on windows do not mark this format as
|
|
* supported (tested with the dxCapsViewer) and pretending to
|
|
* support this format uncovers a bug in Battlefield 1942 (fonts are missing)
|
|
* So do the same as Windows drivers and pretend not to support it on dx8 and 9
|
|
* Enable it on dx7. It will need additional checking on dx10 when we support it.
|
|
*/
|
|
if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
switch (CheckFormat) {
|
|
|
|
/*****
|
|
* supported: RGB(A) formats
|
|
*/
|
|
case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
|
|
case WINED3DFMT_A8R8G8B8:
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_R5G6B5:
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
case WINED3DFMT_R3G3B2:
|
|
case WINED3DFMT_A8:
|
|
case WINED3DFMT_A8R3G3B2:
|
|
case WINED3DFMT_X4R4G4B4:
|
|
case WINED3DFMT_A8B8G8R8:
|
|
case WINED3DFMT_X8B8G8R8:
|
|
case WINED3DFMT_A2R10G10B10:
|
|
case WINED3DFMT_A2B10G10R10:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
|
|
/*****
|
|
* supported: Palettized
|
|
*/
|
|
case WINED3DFMT_P8:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
|
|
/*****
|
|
* Supported: (Alpha)-Luminance
|
|
*/
|
|
case WINED3DFMT_L8:
|
|
case WINED3DFMT_A8L8:
|
|
case WINED3DFMT_A4L4:
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
|
|
/*****
|
|
* Not supported for now: Bump mapping formats
|
|
* Enable some because games often fail when they are not available
|
|
* and are still playable even without bump mapping
|
|
*/
|
|
case WINED3DFMT_V8U8:
|
|
case WINED3DFMT_V16U16:
|
|
case WINED3DFMT_L6V5U5:
|
|
case WINED3DFMT_X8L8V8U8:
|
|
case WINED3DFMT_Q8W8V8U8:
|
|
case WINED3DFMT_W11V11U10:
|
|
case WINED3DFMT_A2W10V10U10:
|
|
WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
|
|
return WINED3D_OK;
|
|
|
|
/*****
|
|
* DXTN Formats: Handled above
|
|
* WINED3DFMT_DXT1
|
|
* WINED3DFMT_DXT2
|
|
* WINED3DFMT_DXT3
|
|
* WINED3DFMT_DXT4
|
|
* WINED3DFMT_DXT5
|
|
*/
|
|
|
|
/*****
|
|
* Odd formats - not supported
|
|
*/
|
|
case WINED3DFMT_VERTEXDATA:
|
|
case WINED3DFMT_INDEX16:
|
|
case WINED3DFMT_INDEX32:
|
|
case WINED3DFMT_Q16W16V16U16:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
|
|
/*****
|
|
* Float formats: Not supported right now
|
|
*/
|
|
case WINED3DFMT_G16R16F:
|
|
case WINED3DFMT_G32R32F:
|
|
case WINED3DFMT_CxV8U8:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
|
|
/* Not supported */
|
|
case WINED3DFMT_G16R16:
|
|
case WINED3DFMT_A16B16G16R16:
|
|
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
|
|
/* 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 MAKEFOURCC('I','N','S','T'):
|
|
TRACE("ATI Instancing check hack\n");
|
|
if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
|
|
TRACE_(d3d_caps)("[OK]\n");
|
|
return WINED3D_OK;
|
|
} else {
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
TRACE_(d3d_caps)("[FAILED]\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
|
|
WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
|
|
FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
|
|
This,
|
|
Adapter,
|
|
DeviceType, debug_d3ddevicetype(DeviceType),
|
|
SourceFormat, debug_d3dformat(SourceFormat),
|
|
TargetFormat, debug_d3dformat(TargetFormat));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
|
|
subset of a D3DCAPS9 structure. However, it has to come via a void *
|
|
as the d3d8 interface cannot import the d3d9 header */
|
|
static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
|
|
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
int vs_selected_mode;
|
|
int ps_selected_mode;
|
|
|
|
TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
|
|
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* FIXME: GL info should be per adapter */
|
|
|
|
/* If we don't know the device settings, go query them now */
|
|
if (!This->isGLInfoValid) {
|
|
/* use the desktop window to fill gl caps */
|
|
BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
|
|
|
|
/* We are running off a real context, save the values */
|
|
if (rc) This->isGLInfoValid = TRUE;
|
|
}
|
|
select_shader_mode(&This->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
|
|
|
|
/* This function should *not* be modifying GL caps
|
|
* TODO: move the functionality where it belongs */
|
|
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &This->gl_info);
|
|
|
|
/* ------------------------------------------------
|
|
The following fields apply to both d3d8 and d3d9
|
|
------------------------------------------------ */
|
|
*pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
|
|
*pCaps->AdapterOrdinal = Adapter;
|
|
|
|
*pCaps->Caps = 0;
|
|
*pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
|
|
WINED3DCAPS2_FULLSCREENGAMMA;
|
|
*pCaps->Caps3 = 0;
|
|
*pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE;
|
|
|
|
*pCaps->CursorCaps = 0;
|
|
|
|
|
|
*pCaps->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;
|
|
|
|
*pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
|
|
WINED3DPMISCCAPS_CULLCCW |
|
|
WINED3DPMISCCAPS_CULLCW |
|
|
WINED3DPMISCCAPS_COLORWRITEENABLE |
|
|
WINED3DPMISCCAPS_CLIPTLVERTS |
|
|
WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
|
|
WINED3DPMISCCAPS_MASKZ |
|
|
WINED3DPMISCCAPS_BLENDOP;
|
|
/* TODO:
|
|
WINED3DPMISCCAPS_NULLREFERENCE
|
|
WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
|
|
WINED3DPMISCCAPS_FOGANDSPECULARALPHA
|
|
WINED3DPMISCCAPS_SEPARATEALPHABLEND
|
|
WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
|
|
WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
|
|
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
|
|
|
|
/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
|
|
#if 0
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS))
|
|
*pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
|
|
*pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
|
|
#endif
|
|
|
|
*pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
|
|
WINED3DPRASTERCAPS_PAT |
|
|
WINED3DPRASTERCAPS_WFOG |
|
|
WINED3DPRASTERCAPS_ZFOG |
|
|
WINED3DPRASTERCAPS_FOGVERTEX |
|
|
WINED3DPRASTERCAPS_FOGTABLE |
|
|
WINED3DPRASTERCAPS_FOGRANGE |
|
|
WINED3DPRASTERCAPS_STIPPLE |
|
|
WINED3DPRASTERCAPS_SUBPIXEL |
|
|
WINED3DPRASTERCAPS_ZTEST |
|
|
WINED3DPRASTERCAPS_SCISSORTEST |
|
|
WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
|
|
WINED3DPRASTERCAPS_DEPTHBIAS;
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
*pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
|
|
WINED3DPRASTERCAPS_ZBIAS |
|
|
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
|
|
}
|
|
/* FIXME Add:
|
|
WINED3DPRASTERCAPS_COLORPERSPECTIVE
|
|
WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
|
|
WINED3DPRASTERCAPS_ANTIALIASEDGES
|
|
WINED3DPRASTERCAPS_ZBUFFERLESSHSR
|
|
WINED3DPRASTERCAPS_WBUFFER */
|
|
|
|
*pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
|
|
WINED3DPCMPCAPS_EQUAL |
|
|
WINED3DPCMPCAPS_GREATER |
|
|
WINED3DPCMPCAPS_GREATEREQUAL |
|
|
WINED3DPCMPCAPS_LESS |
|
|
WINED3DPCMPCAPS_LESSEQUAL |
|
|
WINED3DPCMPCAPS_NEVER |
|
|
WINED3DPCMPCAPS_NOTEQUAL;
|
|
|
|
*pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
|
|
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;
|
|
|
|
*pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
|
|
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;
|
|
|
|
*pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
|
|
WINED3DPCMPCAPS_EQUAL |
|
|
WINED3DPCMPCAPS_GREATER |
|
|
WINED3DPCMPCAPS_GREATEREQUAL |
|
|
WINED3DPCMPCAPS_LESS |
|
|
WINED3DPCMPCAPS_LESSEQUAL |
|
|
WINED3DPCMPCAPS_NEVER |
|
|
WINED3DPCMPCAPS_NOTEQUAL;
|
|
|
|
*pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
|
|
WINED3DPSHADECAPS_COLORGOURAUDRGB |
|
|
WINED3DPSHADECAPS_ALPHAFLATBLEND |
|
|
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
|
|
WINED3DPSHADECAPS_COLORFLATRGB |
|
|
WINED3DPSHADECAPS_FOGFLAT |
|
|
WINED3DPSHADECAPS_FOGGOURAUD |
|
|
WINED3DPSHADECAPS_SPECULARFLATRGB;
|
|
|
|
*pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
|
|
WINED3DPTEXTURECAPS_ALPHAPALETTE |
|
|
WINED3DPTEXTURECAPS_BORDER |
|
|
WINED3DPTEXTURECAPS_MIPMAP |
|
|
WINED3DPTEXTURECAPS_PROJECTED |
|
|
WINED3DPTEXTURECAPS_PERSPECTIVE |
|
|
WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
|
|
|
|
if( GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
*pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
|
|
WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
|
|
WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
|
|
}
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
*pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
|
|
WINED3DPTEXTURECAPS_MIPCUBEMAP |
|
|
WINED3DPTEXTURECAPS_CUBEMAP_POW2;
|
|
|
|
}
|
|
|
|
*pCaps->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_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
*pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
|
|
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
|
|
}
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
|
*pCaps->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_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
|
|
*pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
|
|
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
|
|
}
|
|
} else
|
|
*pCaps->CubeTextureFilterCaps = 0;
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
*pCaps->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
|
|
*pCaps->VolumeTextureFilterCaps = 0;
|
|
|
|
*pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
|
|
WINED3DPTADDRESSCAPS_CLAMP |
|
|
WINED3DPTADDRESSCAPS_WRAP;
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
|
|
*pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
|
|
}
|
|
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
|
|
*pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
|
|
}
|
|
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
|
|
*pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
|
|
}
|
|
|
|
if (GL_SUPPORT(EXT_TEXTURE3D)) {
|
|
*pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
|
|
WINED3DPTADDRESSCAPS_CLAMP |
|
|
WINED3DPTADDRESSCAPS_WRAP;
|
|
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
|
|
*pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
|
|
}
|
|
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
|
|
*pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
|
|
}
|
|
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
|
|
*pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
|
|
}
|
|
} else
|
|
*pCaps->VolumeTextureAddressCaps = 0;
|
|
|
|
*pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
|
|
WINED3DLINECAPS_ZTEST;
|
|
/* FIXME: Add
|
|
WINED3DLINECAPS_BLEND
|
|
WINED3DLINECAPS_ALPHACMP
|
|
WINED3DLINECAPS_FOG */
|
|
|
|
*pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
|
|
*pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
|
|
|
|
if(GL_SUPPORT(EXT_TEXTURE3D))
|
|
*pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
|
|
else
|
|
*pCaps->MaxVolumeExtent = 0;
|
|
|
|
*pCaps->MaxTextureRepeat = 32768;
|
|
*pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
|
|
*pCaps->MaxVertexW = 1.0;
|
|
|
|
*pCaps->GuardBandLeft = 0;
|
|
*pCaps->GuardBandTop = 0;
|
|
*pCaps->GuardBandRight = 0;
|
|
*pCaps->GuardBandBottom = 0;
|
|
|
|
*pCaps->ExtentsAdjust = 0;
|
|
|
|
*pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
|
|
WINED3DSTENCILCAPS_INCRSAT |
|
|
WINED3DSTENCILCAPS_INVERT |
|
|
WINED3DSTENCILCAPS_KEEP |
|
|
WINED3DSTENCILCAPS_REPLACE |
|
|
WINED3DSTENCILCAPS_ZERO;
|
|
if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
|
|
*pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
|
|
WINED3DSTENCILCAPS_INCR;
|
|
}
|
|
if ( This->dxVersion > 8 &&
|
|
( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
|
|
GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
|
|
*pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
|
|
}
|
|
|
|
*pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
|
|
|
|
*pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
|
|
WINED3DTEXOPCAPS_ADDSIGNED |
|
|
WINED3DTEXOPCAPS_ADDSIGNED2X |
|
|
WINED3DTEXOPCAPS_MODULATE |
|
|
WINED3DTEXOPCAPS_MODULATE2X |
|
|
WINED3DTEXOPCAPS_MODULATE4X |
|
|
WINED3DTEXOPCAPS_SELECTARG1 |
|
|
WINED3DTEXOPCAPS_SELECTARG2 |
|
|
WINED3DTEXOPCAPS_DISABLE;
|
|
|
|
if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
|
|
GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
|
|
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
|
*pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
|
|
WINED3DTEXOPCAPS_BLENDFACTORALPHA |
|
|
WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
|
|
WINED3DTEXOPCAPS_LERP |
|
|
WINED3DTEXOPCAPS_SUBTRACT;
|
|
}
|
|
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
|
|
GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
|
*pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
|
|
WINED3DTEXOPCAPS_MULTIPLYADD |
|
|
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
|
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
|
|
}
|
|
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
|
|
*pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
|
|
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
*pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
|
|
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
|
|
}
|
|
|
|
|
|
#if 0
|
|
*pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
|
|
/* FIXME: Add
|
|
WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
|
|
WINED3DTEXOPCAPS_PREMODULATE */
|
|
#endif
|
|
|
|
*pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
|
|
*pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
|
|
*pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
|
|
*pCaps->MaxActiveLights = GL_LIMITS(lights);
|
|
|
|
|
|
|
|
#if 0 /* TODO: Blends support in drawprim */
|
|
*pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
|
|
#else
|
|
*pCaps->MaxVertexBlendMatrices = 0;
|
|
#endif
|
|
*pCaps->MaxVertexBlendMatrixIndex = 1;
|
|
|
|
*pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
|
|
*pCaps->MaxPointSize = GL_LIMITS(pointsize);
|
|
|
|
|
|
*pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
|
|
WINED3DVTXPCAPS_MATERIALSOURCE7 |
|
|
WINED3DVTXPCAPS_POSITIONALLIGHTS |
|
|
WINED3DVTXPCAPS_LOCALVIEWER |
|
|
WINED3DVTXPCAPS_VERTEXFOG |
|
|
WINED3DVTXPCAPS_TEXGEN;
|
|
/* FIXME: Add
|
|
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
|
|
|
|
*pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
|
|
*pCaps->MaxVertexIndex = 0xFFFFF;
|
|
*pCaps->MaxStreams = MAX_STREAMS;
|
|
*pCaps->MaxStreamStride = 1024;
|
|
|
|
if (vs_selected_mode == SHADER_GLSL) {
|
|
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
|
|
models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
|
|
vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
|
|
now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
|
|
if(This->gl_info.vs_nv_version == VS_VERSION_20)
|
|
*pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
|
|
else
|
|
*pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
|
|
TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
|
|
} else if (vs_selected_mode == SHADER_ARB) {
|
|
*pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
|
|
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
|
|
} else if (vs_selected_mode == SHADER_SW) {
|
|
*pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
|
|
TRACE_(d3d_caps)("Software vertex shader version 3.0 enabled\n");
|
|
} else {
|
|
*pCaps->VertexShaderVersion = 0;
|
|
TRACE_(d3d_caps)("Vertex shader functionality not available\n");
|
|
}
|
|
|
|
*pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
|
|
|
|
if (ps_selected_mode == SHADER_GLSL) {
|
|
/* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
|
|
in case of GeforceFX cards. */
|
|
if(This->gl_info.ps_nv_version == PS_VERSION_20)
|
|
*pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
|
|
else
|
|
*pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
|
|
/* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
|
|
*pCaps->PixelShader1xMaxValue = 1.0;
|
|
TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
|
|
} else if (ps_selected_mode == SHADER_ARB) {
|
|
*pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
|
|
*pCaps->PixelShader1xMaxValue = 1.0;
|
|
TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
|
|
/* FIXME: Uncomment this when there is support for software Pixel Shader 3.0 and PS_SW is defined
|
|
} else if (ps_selected_mode = SHADER_SW) {
|
|
*pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
|
|
*pCaps->PixelShader1xMaxValue = 1.0;
|
|
TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */
|
|
} else {
|
|
*pCaps->PixelShaderVersion = 0;
|
|
*pCaps->PixelShader1xMaxValue = 0.0;
|
|
TRACE_(d3d_caps)("Pixel shader functionality not available\n");
|
|
}
|
|
|
|
/* ------------------------------------------------
|
|
The following fields apply to d3d9 only
|
|
------------------------------------------------ */
|
|
if (This->dxVersion > 8) {
|
|
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
|
|
*pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
|
|
/* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
|
|
*pCaps->MaxNpatchTessellationLevel = 0;
|
|
*pCaps->MasterAdapterOrdinal = 0;
|
|
*pCaps->AdapterOrdinalInGroup = 0;
|
|
*pCaps->NumberOfAdaptersInGroup = 1;
|
|
|
|
if(*pCaps->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 */
|
|
*pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
|
|
WINED3DDTCAPS_UBYTE4N |
|
|
WINED3DDTCAPS_SHORT2N |
|
|
WINED3DDTCAPS_SHORT4N |
|
|
WINED3DDTCAPS_FLOAT16_2 |
|
|
WINED3DDTCAPS_FLOAT16_4;
|
|
|
|
} else
|
|
*pCaps->DeclTypes = 0;
|
|
|
|
*pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
|
|
|
|
|
|
*pCaps->StretchRectFilterCaps = 0;
|
|
*pCaps->VertexTextureFilterCaps = 0;
|
|
|
|
if(*pCaps->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. */
|
|
*pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
|
|
*pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
|
|
*pCaps->VS20Caps.NumTemps = max(32, This->gl_info.vs_arb_max_temps);
|
|
*pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
|
|
|
|
*pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
|
|
*pCaps->MaxVertexShader30InstructionSlots = max(512, This->gl_info.vs_arb_max_instructions);
|
|
} else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
|
|
*pCaps->VS20Caps.Caps = 0;
|
|
*pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
|
|
*pCaps->VS20Caps.NumTemps = max(12, This->gl_info.vs_arb_max_temps);
|
|
*pCaps->VS20Caps.StaticFlowControlDepth = 1;
|
|
|
|
*pCaps->MaxVShaderInstructionsExecuted = 65535;
|
|
*pCaps->MaxVertexShader30InstructionSlots = 0;
|
|
} else { /* VS 1.x */
|
|
*pCaps->VS20Caps.Caps = 0;
|
|
*pCaps->VS20Caps.DynamicFlowControlDepth = 0;
|
|
*pCaps->VS20Caps.NumTemps = 0;
|
|
*pCaps->VS20Caps.StaticFlowControlDepth = 0;
|
|
|
|
*pCaps->MaxVShaderInstructionsExecuted = 0;
|
|
*pCaps->MaxVertexShader30InstructionSlots = 0;
|
|
}
|
|
|
|
if(*pCaps->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 */
|
|
*pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
|
|
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
|
|
WINED3DPS20CAPS_PREDICATION |
|
|
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
|
|
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
|
|
*pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
|
|
*pCaps->PS20Caps.NumTemps = max(32, This->gl_info.ps_arb_max_temps);
|
|
*pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
|
|
*pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
|
|
|
|
*pCaps->MaxPShaderInstructionsExecuted = 65535;
|
|
*pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, This->gl_info.ps_arb_max_instructions);
|
|
} else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
|
|
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
|
|
*pCaps->PS20Caps.Caps = 0;
|
|
*pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
|
|
*pCaps->PS20Caps.NumTemps = max(12, This->gl_info.ps_arb_max_temps);
|
|
*pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
|
|
*pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
|
|
|
|
*pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
|
|
*pCaps->MaxPixelShader30InstructionSlots = 0;
|
|
} else { /* PS 1.x */
|
|
*pCaps->PS20Caps.Caps = 0;
|
|
*pCaps->PS20Caps.DynamicFlowControlDepth = 0;
|
|
*pCaps->PS20Caps.NumTemps = 0;
|
|
*pCaps->PS20Caps.StaticFlowControlDepth = 0;
|
|
*pCaps->PS20Caps.NumInstructionSlots = 0;
|
|
|
|
*pCaps->MaxPShaderInstructionsExecuted = 0;
|
|
*pCaps->MaxPixelShader30InstructionSlots = 0;
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static unsigned int glsl_program_key_hash(void *key) {
|
|
glsl_program_key_t *k = (glsl_program_key_t *)key;
|
|
|
|
unsigned int hash = k->vshader | k->pshader << 16;
|
|
hash += ~(hash << 15);
|
|
hash ^= (hash >> 10);
|
|
hash += (hash << 3);
|
|
hash ^= (hash >> 6);
|
|
hash += ~(hash << 11);
|
|
hash ^= (hash >> 16);
|
|
|
|
return hash;
|
|
}
|
|
|
|
static BOOL glsl_program_key_compare(void *keya, void *keyb) {
|
|
glsl_program_key_t *ka = (glsl_program_key_t *)keya;
|
|
glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
|
|
|
|
return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
|
|
}
|
|
|
|
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
|
|
and fields being inserted in the middle, a new structure is used in place */
|
|
static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
|
|
DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
|
|
IUnknown *parent) {
|
|
|
|
IWineD3DDeviceImpl *object = NULL;
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
HDC hDC;
|
|
HRESULT temp_result;
|
|
|
|
/* Validate the adapter number */
|
|
if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Create a WineD3DDevice object */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
|
|
*ppReturnedDeviceInterface = (IWineD3DDevice *)object;
|
|
TRACE("Created WineD3DDevice object @ %p\n", object);
|
|
if (NULL == object) {
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
/* Set up initial COM information */
|
|
object->lpVtbl = &IWineD3DDevice_Vtbl;
|
|
object->ref = 1;
|
|
object->wineD3D = iface;
|
|
IWineD3D_AddRef(object->wineD3D);
|
|
object->parent = parent;
|
|
|
|
/* Set the state up as invalid until the device is fully created */
|
|
object->state = WINED3DERR_DRIVERINTERNALERROR;
|
|
|
|
TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
|
|
hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
|
|
|
|
/* Save the creation parameters */
|
|
object->createParms.AdapterOrdinal = Adapter;
|
|
object->createParms.DeviceType = DeviceType;
|
|
object->createParms.hFocusWindow = hFocusWindow;
|
|
object->createParms.BehaviorFlags = BehaviourFlags;
|
|
|
|
/* Initialize other useful values */
|
|
object->adapterNo = Adapter;
|
|
object->devType = DeviceType;
|
|
|
|
TRACE("(%p) : Creating stateblock\n", This);
|
|
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
|
|
if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
|
|
WINED3DSBT_INIT,
|
|
(IWineD3DStateBlock **)&object->stateBlock,
|
|
NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
|
|
WARN("Failed to create stateblock\n");
|
|
goto create_device_error;
|
|
}
|
|
TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
|
|
object->updateStateBlock = object->stateBlock;
|
|
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
|
|
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
|
|
|
|
/* Setup some defaults for creating the implicit swapchain */
|
|
ENTER_GL();
|
|
/* FIXME: GL info should be per adapter */
|
|
IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
|
|
LEAVE_GL();
|
|
select_shader_mode(&This->gl_info, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
|
|
if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
|
|
object->shader_backend = &glsl_shader_backend;
|
|
object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
|
|
} else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
|
|
object->shader_backend = &arb_program_shader_backend;
|
|
} else {
|
|
object->shader_backend = &none_shader_backend;
|
|
}
|
|
|
|
/* This function should *not* be modifying GL caps
|
|
* TODO: move the functionality where it belongs */
|
|
select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &This->gl_info);
|
|
|
|
temp_result = allocate_shader_constants(object->updateStateBlock);
|
|
if (WINED3D_OK != temp_result)
|
|
return temp_result;
|
|
|
|
object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
|
|
|
|
object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
|
|
|
|
/* set the state of the device to valid */
|
|
object->state = WINED3D_OK;
|
|
|
|
/* Get the initial screen setup for ddraw */
|
|
object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
|
|
object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
|
|
hDC = GetDC(0);
|
|
object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
|
|
ReleaseDC(0, hDC);
|
|
|
|
return WINED3D_OK;
|
|
create_device_error:
|
|
|
|
/* Set the device state to error */
|
|
object->state = WINED3DERR_DRIVERINTERNALERROR;
|
|
|
|
if (object->updateStateBlock != NULL) {
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
|
|
object->updateStateBlock = NULL;
|
|
}
|
|
if (object->stateBlock != NULL) {
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
|
|
object->stateBlock = NULL;
|
|
}
|
|
if (object->render_targets[0] != NULL) {
|
|
IWineD3DSurface_Release(object->render_targets[0]);
|
|
object->render_targets[0] = NULL;
|
|
}
|
|
if (object->stencilBufferTarget != NULL) {
|
|
IWineD3DSurface_Release(object->stencilBufferTarget);
|
|
object->stencilBufferTarget = NULL;
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
*ppReturnedDeviceInterface = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
|
|
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
|
IUnknown_AddRef(This->parent);
|
|
*pParent = This->parent;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
|
|
IUnknown* surfaceParent;
|
|
TRACE("(%p) call back\n", pSurface);
|
|
|
|
/* Now, release the parent, which will take care of cleaning up the surface for us */
|
|
IWineD3DSurface_GetParent(pSurface, &surfaceParent);
|
|
IUnknown_Release(surfaceParent);
|
|
return IUnknown_Release(surfaceParent);
|
|
}
|
|
|
|
ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
|
|
IUnknown* volumeParent;
|
|
TRACE("(%p) call back\n", pVolume);
|
|
|
|
/* Now, release the parent, which will take care of cleaning up the volume for us */
|
|
IWineD3DVolume_GetParent(pVolume, &volumeParent);
|
|
IUnknown_Release(volumeParent);
|
|
return IUnknown_Release(volumeParent);
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3D VTbl follows
|
|
**********************************************************/
|
|
|
|
const IWineD3DVtbl IWineD3D_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DImpl_QueryInterface,
|
|
IWineD3DImpl_AddRef,
|
|
IWineD3DImpl_Release,
|
|
/* IWineD3D */
|
|
IWineD3DImpl_GetParent,
|
|
IWineD3DImpl_GetAdapterCount,
|
|
IWineD3DImpl_RegisterSoftwareDevice,
|
|
IWineD3DImpl_GetAdapterMonitor,
|
|
IWineD3DImpl_GetAdapterModeCount,
|
|
IWineD3DImpl_EnumAdapterModes,
|
|
IWineD3DImpl_GetAdapterDisplayMode,
|
|
IWineD3DImpl_GetAdapterIdentifier,
|
|
IWineD3DImpl_CheckDeviceMultiSampleType,
|
|
IWineD3DImpl_CheckDepthStencilMatch,
|
|
IWineD3DImpl_CheckDeviceType,
|
|
IWineD3DImpl_CheckDeviceFormat,
|
|
IWineD3DImpl_CheckDeviceFormatConversion,
|
|
IWineD3DImpl_GetDeviceCaps,
|
|
IWineD3DImpl_CreateDevice
|
|
};
|