Sweden-Number/dlls/wined3d/directx.c

6751 lines
327 KiB
C

/*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include <stdio.h>
#include "wined3d_private.h"
#include "winternl.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define DEFAULT_REFRESH_RATE 0
/* The driver names reflect the lowest GPU supported
* by a certain driver, so DRIVER_AMD_R300 supports
* R3xx, R4xx and R5xx GPUs. */
enum wined3d_display_driver
{
DRIVER_AMD_RAGE_128PRO,
DRIVER_AMD_R100,
DRIVER_AMD_R300,
DRIVER_AMD_R600,
DRIVER_AMD_RX,
DRIVER_INTEL_GMA800,
DRIVER_INTEL_GMA900,
DRIVER_INTEL_GMA950,
DRIVER_INTEL_GMA3000,
DRIVER_INTEL_HD4000,
DRIVER_NVIDIA_TNT,
DRIVER_NVIDIA_GEFORCE2MX,
DRIVER_NVIDIA_GEFORCEFX,
DRIVER_NVIDIA_GEFORCE6,
DRIVER_NVIDIA_GEFORCE8,
DRIVER_VMWARE,
DRIVER_UNKNOWN
};
enum wined3d_driver_model
{
DRIVER_MODEL_GENERIC,
DRIVER_MODEL_WIN9X,
DRIVER_MODEL_NT40,
DRIVER_MODEL_NT5X,
DRIVER_MODEL_NT6X
};
enum wined3d_gl_vendor
{
GL_VENDOR_UNKNOWN,
GL_VENDOR_APPLE,
GL_VENDOR_FGLRX,
GL_VENDOR_MESA,
GL_VENDOR_NVIDIA,
};
enum wined3d_d3d_level
{
WINED3D_D3D_LEVEL_5,
WINED3D_D3D_LEVEL_6,
WINED3D_D3D_LEVEL_7,
WINED3D_D3D_LEVEL_8,
WINED3D_D3D_LEVEL_9_SM2,
WINED3D_D3D_LEVEL_9_SM3,
WINED3D_D3D_LEVEL_10,
WINED3D_D3D_LEVEL_11,
WINED3D_D3D_LEVEL_COUNT
};
/* The d3d device ID */
static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
/* Extension detection */
struct wined3d_extension_map
{
const char *extension_string;
enum wined3d_gl_extension extension;
};
static const struct wined3d_extension_map gl_extension_map[] =
{
/* APPLE */
{"GL_APPLE_fence", APPLE_FENCE },
{"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
{"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
{"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
/* ARB */
{"GL_ARB_base_instance", ARB_BASE_INSTANCE },
{"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
{"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
{"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
{"GL_ARB_clip_control", ARB_CLIP_CONTROL },
{"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
{"GL_ARB_compute_shader", ARB_COMPUTE_SHADER },
{"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH },
{"GL_ARB_copy_buffer", ARB_COPY_BUFFER },
{"GL_ARB_copy_image", ARB_COPY_IMAGE },
{"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
{"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
{"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
{"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
{"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
{"GL_ARB_draw_indirect", ARB_DRAW_INDIRECT },
{"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
{"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
{"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY },
{"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION },
{"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS},
{"GL_ARB_fragment_layer_viewport", ARB_FRAGMENT_LAYER_VIEWPORT },
{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
{"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
{"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
{"GL_ARB_gpu_shader5", ARB_GPU_SHADER5 },
{"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
{"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
{"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS },
{"GL_ARB_internalformat_query", ARB_INTERNALFORMAT_QUERY },
{"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
{"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
{"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
{"GL_ARB_multisample", ARB_MULTISAMPLE },
{"GL_ARB_multitexture", ARB_MULTITEXTURE },
{"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
{"GL_ARB_pipeline_statistics_query", ARB_PIPELINE_STATISTICS_QUERY },
{"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
{"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
{"GL_ARB_point_sprite", ARB_POINT_SPRITE },
{"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
{"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
{"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
{"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS },
{"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
{"GL_ARB_shader_image_load_store", ARB_SHADER_IMAGE_LOAD_STORE },
{"GL_ARB_shader_image_size", ARB_SHADER_IMAGE_SIZE },
{"GL_ARB_shader_storage_buffer_object", ARB_SHADER_STORAGE_BUFFER_OBJECT},
{"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
{"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
{"GL_ARB_shading_language_420pack", ARB_SHADING_LANGUAGE_420PACK },
{"GL_ARB_shading_language_packing", ARB_SHADING_LANGUAGE_PACKING },
{"GL_ARB_shadow", ARB_SHADOW },
{"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING },
{"GL_ARB_sync", ARB_SYNC },
{"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER },
{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
{"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT },
{"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE },
{"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
{"GL_ARB_texture_compression_bptc", ARB_TEXTURE_COMPRESSION_BPTC },
{"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
{"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
{"GL_ARB_texture_cube_map_array", ARB_TEXTURE_CUBE_MAP_ARRAY },
{"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
{"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
{"GL_ARB_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
{"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
{"GL_ARB_texture_gather", ARB_TEXTURE_GATHER },
{"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
{"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
{"GL_ARB_texture_multisample", ARB_TEXTURE_MULTISAMPLE },
{"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
{"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS },
{"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
{"GL_ARB_texture_rg", ARB_TEXTURE_RG },
{"GL_ARB_texture_rgb10_a2ui", ARB_TEXTURE_RGB10_A2UI },
{"GL_ARB_texture_storage", ARB_TEXTURE_STORAGE },
{"GL_ARB_texture_storage_multisample", ARB_TEXTURE_STORAGE_MULTISAMPLE},
{"GL_ARB_texture_swizzle", ARB_TEXTURE_SWIZZLE },
{"GL_ARB_texture_view", ARB_TEXTURE_VIEW },
{"GL_ARB_timer_query", ARB_TIMER_QUERY },
{"GL_ARB_transform_feedback2", ARB_TRANSFORM_FEEDBACK2 },
{"GL_ARB_transform_feedback3", ARB_TRANSFORM_FEEDBACK3 },
{"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT },
{"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
{"GL_ARB_vertex_blend", ARB_VERTEX_BLEND },
{"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
{"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
{"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
{"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV},
{"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY },
/* ATI */
{"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
{"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
{"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
{"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
{"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
/* EXT */
{"GL_EXT_blend_color", EXT_BLEND_COLOR },
{"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
{"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
{"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
{"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
{"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
{"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
{"GL_EXT_fog_coord", EXT_FOG_COORD },
{"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
{"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
{"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
{"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
{"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
{"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
{"GL_EXT_packed_float", EXT_PACKED_FLOAT },
{"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
{"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
{"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
{"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
{"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
{"GL_EXT_texture3D", EXT_TEXTURE3D },
{"GL_EXT_texture_array", EXT_TEXTURE_ARRAY },
{"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
{"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
{"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
{"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
{"GL_EXT_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
{"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER },
{"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
{"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
{"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT },
{"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
{"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
{"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
{"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA },
/* NV */
{"GL_NV_fence", NV_FENCE },
{"GL_NV_fog_distance", NV_FOG_DISTANCE },
{"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
{"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
{"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
{"GL_NV_half_float", NV_HALF_FLOAT },
{"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
{"GL_NV_point_sprite", NV_POINT_SPRITE },
{"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
{"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
{"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
{"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
{"GL_NV_texture_shader", NV_TEXTURE_SHADER },
{"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
{"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
{"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
{"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
{"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
{"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
};
static const struct wined3d_extension_map wgl_extension_map[] =
{
{"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
{"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
{"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
{"WGL_WINE_query_renderer", WGL_WINE_QUERY_RENDERER },
};
/**********************************************************
* Utility functions follow
**********************************************************/
const struct min_lookup minMipLookup[] =
{
/* NONE POINT LINEAR */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
{{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
{{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
};
const GLenum magLookup[] =
{
/* NONE POINT LINEAR */
GL_NEAREST, GL_NEAREST, GL_LINEAR,
};
static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
{
const struct wined3d_gl_info *gl_info = ctx->gl_info;
TRACE("Destroying caps GL context.\n");
/* Both glDeleteProgram and glDeleteBuffers silently ignore 0 IDs but
* this function might be called before the relevant function pointers
* in gl_info are initialized. */
if (ctx->test_program_id || ctx->test_vbo)
{
GL_EXTCALL(glDeleteProgram(ctx->test_program_id));
GL_EXTCALL(glDeleteBuffers(1, &ctx->test_vbo));
}
if (!wglMakeCurrent(NULL, NULL))
ERR("Failed to disable caps GL context.\n");
if (!wglDeleteContext(ctx->gl_ctx))
{
DWORD err = GetLastError();
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
}
wined3d_release_dc(ctx->wnd, ctx->dc);
DestroyWindow(ctx->wnd);
if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
ERR("Failed to restore previous GL context.\n");
}
static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
struct wined3d_gl_info *gl_info)
{
HGLRC new_ctx;
if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
return TRUE;
if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL)))
{
gl_info->p_wglCreateContextAttribsARB = NULL;
return FALSE;
}
if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
{
ERR("Failed to make new context current, last error %#x.\n", GetLastError());
if (!wglDeleteContext(new_ctx))
ERR("Failed to delete new context, last error %#x.\n", GetLastError());
gl_info->p_wglCreateContextAttribsARB = NULL;
return TRUE;
}
if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
ERR("Failed to delete old context, last error %#x.\n", GetLastError());
caps_gl_ctx->gl_ctx = new_ctx;
return TRUE;
}
static BOOL wined3d_caps_gl_ctx_create(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
{
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
TRACE("getting context...\n");
ctx->restore_dc = wglGetCurrentDC();
ctx->restore_gl_ctx = wglGetCurrentContext();
/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
if (!ctx->wnd)
{
ERR("Failed to create a window.\n");
goto fail;
}
ctx->dc = GetDC(ctx->wnd);
if (!ctx->dc)
{
ERR("Failed to get a DC.\n");
goto fail;
}
/* PixelFormat selection */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
{
/* If this happens something is very wrong as ChoosePixelFormat barely fails. */
ERR("Failed to find a suitable pixel format.\n");
goto fail;
}
DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
/* Create a GL context. */
if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
{
WARN("Failed to create default context for capabilities initialization.\n");
goto fail;
}
/* Make it the current GL context. */
if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
{
ERR("Failed to make caps GL context current.\n");
goto fail;
}
ctx->gl_info = &adapter->gl_info;
return TRUE;
fail:
if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
ctx->gl_ctx = NULL;
if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
ctx->dc = NULL;
if (ctx->wnd) DestroyWindow(ctx->wnd);
ctx->wnd = NULL;
if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
ERR("Failed to restore previous GL context.\n");
return FALSE;
}
/* Adjust the amount of used texture memory */
UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount)
{
adapter->vram_bytes_used += amount;
TRACE("Adjusted used adapter memory by 0x%s to 0x%s.\n",
wine_dbgstr_longlong(amount),
wine_dbgstr_longlong(adapter->vram_bytes_used));
return adapter->vram_bytes_used;
}
static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
{
heap_free(adapter->gl_info.formats);
heap_free(adapter->cfgs);
}
ULONG CDECL wined3d_incref(struct wined3d *wined3d)
{
ULONG refcount = InterlockedIncrement(&wined3d->ref);
TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
return refcount;
}
ULONG CDECL wined3d_decref(struct wined3d *wined3d)
{
ULONG refcount = InterlockedDecrement(&wined3d->ref);
TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
if (!refcount)
{
unsigned int i;
for (i = 0; i < wined3d->adapter_count; ++i)
{
wined3d_adapter_cleanup(&wined3d->adapters[i]);
}
heap_free(wined3d);
}
return refcount;
}
/* Context activation is done by the caller. */
static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
{
GLuint prog;
BOOL ret = FALSE;
static const char testcode[] =
"!!ARBvp1.0\n"
"PARAM C[66] = { program.env[0..65] };\n"
"ADDRESS A0;"
"PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
"ARL A0.x, zero.x;\n"
"MOV result.position, C[A0.x + 65];\n"
"END\n";
while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog) {
ERR("Failed to create an ARB offset limit test program\n");
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
if (gl_info->gl_ops.gl.p_glGetError())
{
TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
} else TRACE("OpenGL implementation allows offsets > 63\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("ARB vp offset limit test cleanup");
return ret;
}
static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_9500) return TRUE;
if (device == CARD_AMD_RADEON_X700) return TRUE;
if (device == CARD_AMD_RADEON_X1600) return TRUE;
return FALSE;
}
static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor == HW_VENDOR_NVIDIA)
{
if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
device == CARD_NVIDIA_GEFORCEFX_5600 ||
device == CARD_NVIDIA_GEFORCEFX_5800)
{
return TRUE;
}
}
return FALSE;
}
static BOOL match_apple(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
*
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL.
*
* This test has been moved into wined3d_guess_gl_vendor()
*/
return gl_vendor == GL_VENDOR_APPLE;
}
/* Context activation is done by the caller. */
static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
{
/* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
* but glTexSubImage from a PBO fails miserably, with the first line repeated over
* all the texture. This function detects this bug by its symptom and disables PBOs
* if the test fails.
*
* The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
* GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
* for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
* read back is compared to the original. If they are equal PBOs are assumed to work,
* otherwise the PBO extension is disabled. */
GLuint texture, pbo;
static const unsigned int pattern[] =
{
0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
};
unsigned int check[ARRAY_SIZE(pattern)];
/* No PBO -> No point in testing them. */
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
while (gl_info->gl_ops.gl.p_glGetError());
gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
checkGLcall("Specifying the PBO test texture");
GL_EXTCALL(glGenBuffers(1, &pbo));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW));
checkGLcall("Specifying the PBO test pbo");
gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("Loading the PBO test texture");
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
memset(check, 0, sizeof(check));
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
checkGLcall("Reading back the PBO test texture");
gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
GL_EXTCALL(glDeleteBuffers(1, &pbo));
checkGLcall("PBO test cleanup");
if (memcmp(check, pattern, sizeof(check)))
{
WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
"Disabling PBOs. This may result in slower performance.\n");
gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
}
else
{
TRACE("PBO test successful.\n");
}
}
static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
}
static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_X1600) return FALSE;
return TRUE;
}
static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
* 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
* This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
* varyings and we subtract one in dx9 shaders it's not going to hurt us because the dx9 limit is
* hardcoded
*
* dx10 cards usually have 64 varyings */
return gl_info->limits.glsl_varyings > 44;
}
static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return !match_dx10_capable(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device);
}
/* A GL context is provided by the caller */
static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
GLenum error;
DWORD data[16];
if (!gl_info->supported[EXT_SECONDARY_COLOR])
return FALSE;
while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
error = gl_info->gl_ops.gl.p_glGetError();
if (error == GL_NO_ERROR)
{
TRACE("GL Implementation accepts 4 component specular color pointers\n");
return TRUE;
}
else
{
TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
debug_glerror(error));
return FALSE;
}
}
/* A GL context is provided by the caller */
static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
GLuint prog;
BOOL ret = FALSE;
GLint pos;
static const char testcode[] =
"!!ARBvp1.0\n"
"OPTION NV_vertex_program2;\n"
"MOV result.clip[0], 0.0;\n"
"MOV result.position, 0.0;\n"
"END\n";
if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog)
{
ERR("Failed to create the NVvp clip test program\n");
return FALSE;
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
if(pos != -1)
{
WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
while (gl_info->gl_ops.gl.p_glGetError());
}
else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
return ret;
}
/* Context activation is done by the caller. */
static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
char data[4 * 4 * 4];
GLuint tex, fbo;
GLenum status;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
memset(data, 0xcc, sizeof(data));
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
checkGLcall("glCheckFramebufferStatus");
memset(data, 0x11, sizeof(data));
gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glTexSubImage2D");
gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
return *(DWORD *)data == 0x11111111;
}
/* Context activation is done by the caller. */
static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
* This leads to graphical bugs in Half Life 2 and Unreal engine games. */
GLuint tex;
GLint size;
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
checkGLcall("glTexImage2D");
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
checkGLcall("glGetTexLevelParameteriv");
TRACE("Real color depth is %d\n", size);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
return size < 16;
}
static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return gl_vendor == GL_VENDOR_FGLRX;
}
static BOOL match_r200(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_8500) return TRUE;
return FALSE;
}
static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
DWORD data[4];
GLuint tex, fbo;
GLenum status;
float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
GLuint prog;
GLint err_pos;
static const char program_code[] =
"!!ARBfp1.0\n"
"OPTION ARB_fog_linear;\n"
"MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
"END\n";
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return FALSE;
if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
return FALSE;
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
checkGLcall("glCheckFramebufferStatus");
gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
checkGLcall("glViewport");
gl_info->gl_ops.gl.p_glEnable(GL_FOG);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
checkGLcall("fog setup");
GL_EXTCALL(glGenProgramsARB(1, &prog));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(program_code), program_code));
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("Test fragment program setup");
gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
if (err_pos != -1)
{
const char *error_str;
error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
}
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("ARBfp fog test draw");
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
data[0] &= 0x00ffffff;
data[1] &= 0x00ffffff;
data[2] &= 0x00ffffff;
data[3] &= 0x00ffffff;
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
gl_info->gl_ops.gl.p_glDisable(GL_FOG);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("ARBfp fog test teardown");
TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
}
static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl_info,
struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (!gl_info->supported[ARB_VIEWPORT_ARRAY])
return FALSE;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return FALSE;
return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx);
}
static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
{
/* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
* Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
* allow 48 different offsets or other helper immediate values. */
TRACE("Reserving 12 GLSL constants for compiler private use.\n");
gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
}
static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
{
/* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
* these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
* If real NP2 textures are used, the driver falls back to software. We could just remove the
* extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
* due to the non-normalized texture coordinates. Thus set an internal extension flag,
* GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
* as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
*
* fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
* has this extension promoted to core. The extension loading code sets this extension supported
* due to that, so this code works on fglrx as well. */
if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
}
}
static void quirk_no_np2(struct wined3d_gl_info *gl_info)
{
/* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
* doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
* This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
* within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
* FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
* We therefore completely remove ARB_tex_npot from the list of supported extensions.
*
* Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
* triggering the software fallback. There is not much we can do here apart from disabling the
* software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
* in wined3d_adapter_init_gl_caps).
* This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
* post-processing effects in the game "Max Payne 2").
* The behaviour can be verified through a simple test app attached in bugreport #14724. */
TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
}
static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
{
/* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
* with fixed function fragment processing. Ideally this flag should be detected with a test shader
* and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
* do not like vertex shaders in feedback mode and return an error, even though it should be valid
* according to the spec.
*
* We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
* makes the shader slower and eats instruction slots which should be available to the d3d app.
*
* ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
* all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
* this workaround is activated on cards that do not need it, it won't break things, just affect
* performance negatively. */
TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
}
static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
}
static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
}
static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
}
static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
}
static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
}
static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
}
static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
{
/* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
selected texture formats. They are apparently the only DX9 class GPUs
supporting VTF.
Also, DX9-era GPUs are somewhat limited with float textures
filtering and blending. */
gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
}
static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
{
/* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on)
* loads some fog parameters (start, end, exponent, but not the color) into the
* program.
*
* Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0,
* and it is the responsibility of the vertex pipeline to handle non-linear fog and
* linear fog with start and end other than 0.0 and 1.0. */
TRACE("Reserving 1 ARB constant for compiler private use.\n");
gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
}
static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
}
static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info)
{
if (gl_info->supported[ARB_CLIP_CONTROL])
{
TRACE("Disabling ARB_clip_control.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
}
struct driver_quirk
{
BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
void (*apply)(struct wined3d_gl_info *gl_info);
const char *description;
};
static const struct driver_quirk quirk_table[] =
{
{
match_amd_r300_to_500,
quirk_amd_dx9,
"AMD normalized texrect quirk"
},
{
match_apple,
quirk_apple_glsl_constants,
"Apple GLSL uniform override"
},
{
match_geforce5,
quirk_no_np2,
"Geforce 5 NP2 disable"
},
{
match_apple_intel,
quirk_texcoord_w,
"Init texcoord .w for Apple Intel GPU driver"
},
{
match_apple_nonr500ati,
quirk_texcoord_w,
"Init texcoord .w for Apple ATI >= r600 GPU driver"
},
{
match_dx10_capable,
quirk_clip_varying,
"Reserved varying for gl_ClipPos"
},
{
/* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
* GL implementations accept it. The Mac GL is the only implementation known to
* reject it.
*
* If we can pass 4 component specular colors, do it, because (a) we don't have
* to screw around with the data, and (b) the D3D fixed function vertex pipeline
* passes specular alpha to the pixel shader if any is used. Otherwise the
* specular alpha is used to pass the fog coordinate, which we pass to opengl
* via GL_EXT_fog_coord.
*/
match_allows_spec_alpha,
quirk_allows_specular_alpha,
"Allow specular alpha quirk"
},
{
match_broken_nv_clip,
quirk_disable_nvvp_clip,
"Apple NV_vertex_program clip bug quirk"
},
{
match_fbo_tex_update,
quirk_fbo_tex_update,
"FBO rebind for attachment updates"
},
{
match_broken_rgba16,
quirk_broken_rgba16,
"True RGBA16 is not available"
},
{
match_fglrx,
quirk_infolog_spam,
"Not printing GLSL infolog"
},
{
match_not_dx10_capable,
quirk_limited_tex_filtering,
"Texture filtering, blending and VTF support is limited"
},
{
match_r200,
quirk_r200_constants,
"r200 vertex shader constants"
},
{
match_broken_arb_fog,
quirk_broken_arb_fog,
"ARBfp fogstart == fogend workaround"
},
{
match_broken_viewport_subpixel_bits,
quirk_broken_viewport_subpixel_bits,
"Nvidia viewport subpixel bits bug"
},
};
/* Certain applications (Steam) complain if we report an outdated driver version. In general,
* reporting a driver version is moot because we are not the Windows driver, and we have different
* bugs, features, etc.
*
* The driver version has the form "x.y.z.w".
*
* "x" is the Windows version the driver is meant for:
* 4 -> 95/98/NT4
* 5 -> 2000
* 6 -> 2000/XP
* 7 -> Vista
* 8 -> Win 7
*
* "y" is the maximum Direct3D version the driver supports.
* y -> d3d version mapping:
* 11 -> d3d6
* 12 -> d3d7
* 13 -> d3d8
* 14 -> d3d9
* 15 -> d3d10
* 16 -> d3d10.1
* 17 -> d3d11
*
* "z" is the subversion number.
*
* "w" is the vendor specific driver build number.
*/
struct driver_version_information
{
enum wined3d_display_driver driver;
enum wined3d_driver_model driver_model;
const char *driver_name; /* name of Windows driver */
WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
};
/* The driver version table contains driver information for different devices on several OS versions. */
static const struct driver_version_information driver_version_table[] =
{
/* AMD
* - Radeon HD2x00 (R600) and up supported by current drivers.
* - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
* - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
* - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
{DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
{DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
{DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
{DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 17, 10, 1280},
{DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
{DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 17, 10, 1280},
{DRIVER_AMD_RX, DRIVER_MODEL_NT6X, "aticfx32.dll", 17, 10, 1474},
/* Intel
* The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
* drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
* igxprd32.dll but the GMA800 driver was never updated. */
{DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
{DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
{DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
{DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
{DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
{DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
{DRIVER_INTEL_HD4000, DRIVER_MODEL_NT6X, "igdumdim32.dll", 19, 15, 4352},
/* Nvidia
* - Geforce8 and newer is supported by the current 340.52 driver on XP-Win8
* - Geforce6 and 7 support is up to 307.83 on XP-Win8
* - GeforceFX support is up to 173.x on <= XP
* - Geforce2MX/3/4 up to 96.x on <= XP
* - TNT/Geforce1/2 up to 71.x on <= XP
* All version numbers used below are from the Linux nvidia drivers. */
{DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
{DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
{DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
{DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 783},
{DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 4052},
{DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 783},
{DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 4052},
/* VMware */
{DRIVER_VMWARE, DRIVER_MODEL_NT5X, "vm3dum.dll", 14, 1, 1134},
};
struct gpu_description
{
WORD vendor; /* reported PCI card vendor ID */
WORD card; /* reported PCI card device ID */
const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
enum wined3d_display_driver driver;
unsigned int vidmem;
};
/* The amount of video memory stored in the gpu description table is the minimum amount of video memory
* found on a board containing a specific GPU. */
static const struct gpu_description gpu_description_table[] =
{
/* Nvidia cards */
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_128, "NVIDIA RIVA 128", DRIVER_NVIDIA_TNT, 4 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8200, "NVIDIA GeForce 8200", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE8, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE8, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8500GT, "NVIDIA GeForce 8500 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE8, 320 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE8, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9300, "NVIDIA GeForce 9300", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9700MGT, "NVIDIA GeForce 9700M GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS250, "NVIDIA GeForce GTS 250", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE8, 896 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_315M, "NVIDIA GeForce 315M", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE8, 256},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_410M, "NVIDIA GeForce 410M", DRIVER_NVIDIA_GEFORCE8, 512},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT425M, "NVIDIA GeForce GT 425M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE8, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE8, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE8, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE8, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT525M, "NVIDIA GeForce GT 525M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE8, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE8, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660M, "NVIDIA GeForce GTX 660M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX675MX, "NVIDIA GeForce GTX 675MX", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX690, "NVIDIA GeForce GTX 690", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT730, "NVIDIA GeForce GT 730", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT730M, "NVIDIA GeForce GT 730M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT740M, "NVIDIA GeForce GT 740M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT750M, "NVIDIA GeForce GT 750M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750, "NVIDIA GeForce GTX 750", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750TI, "NVIDIA GeForce GTX 750 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX760, "NVIDIA GeForce GTX 760", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX760TI, "NVIDIA GeForce GTX 760 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX765M, "NVIDIA GeForce GTX 765M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770, "NVIDIA GeForce GTX 770", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780, "NVIDIA GeForce GTX 780", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780TI, "NVIDIA GeForce GTX 780 Ti", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITAN, "NVIDIA GeForce GTX TITAN", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITANB, "NVIDIA GeForce GTX TITAN Black", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITANX, "NVIDIA GeForce GTX TITAN X", DRIVER_NVIDIA_GEFORCE8, 12288},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITANZ, "NVIDIA GeForce GTX TITAN Z", DRIVER_NVIDIA_GEFORCE8, 12288},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_820M, "NVIDIA GeForce 820M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_830M, "NVIDIA GeForce 830M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_840M, "NVIDIA GeForce 840M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_845M, "NVIDIA GeForce 845M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX850M, "NVIDIA GeForce GTX 850M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX860M, "NVIDIA GeForce GTX 860M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX870M, "NVIDIA GeForce GTX 870M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX880M, "NVIDIA GeForce GTX 880M", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_940M, "NVIDIA GeForce 940M", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX950, "NVIDIA GeForce GTX 950", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX950M, "NVIDIA GeForce GTX 950M", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX960, "NVIDIA GeForce GTX 960", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX960M, "NVIDIA GeForce GTX 960M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970, "NVIDIA GeForce GTX 970", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970M, "NVIDIA GeForce GTX 970M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX980, "NVIDIA GeForce GTX 980", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX980TI, "NVIDIA GeForce GTX 980 Ti", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1050, "NVIDIA GeForce GTX 1050", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1060, "NVIDIA GeForce GTX 1060", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1070, "NVIDIA GeForce GTX 1070", DRIVER_NVIDIA_GEFORCE8, 8192},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1080, "NVIDIA GeForce GTX 1080", DRIVER_NVIDIA_GEFORCE8, 8192},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1080TI, "NVIDIA GeForce GTX 1080 Ti", DRIVER_NVIDIA_GEFORCE8, 11264},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_TITANX_PASCAL, "NVIDIA TITAN X (Pascal)", DRIVER_NVIDIA_GEFORCE8, 12288},
/* AMD cards */
{HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD3850, "ATI Radeon HD 3850 AGP", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4200M, "ATI Mobility Radeon HD 4200", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6480G, "AMD Radeon HD 6480G", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7660D, "AMD Radeon HD 7660D", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7700, "AMD Radeon HD 7700 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7800, "AMD Radeon HD 7800 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD8600M, "AMD Radeon HD 8600M Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD8670, "AMD Radeon HD 8670", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD8770, "AMD Radeon HD 8770", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R3, "AMD Radeon HD 8400 / R3 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R7, "AMD Radeon(TM) R7 Graphics", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R9_285, "AMD Radeon R9 285", DRIVER_AMD_RX, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R9_290, "AMD Radeon R9 290", DRIVER_AMD_RX, 4096},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R9_FURY, "AMD Radeon (TM) R9 Fury Series", DRIVER_AMD_RX, 4096},
{HW_VENDOR_AMD, CARD_AMD_RADEON_RX_460, "Radeon(TM) RX 460 Graphics", DRIVER_AMD_RX, 4096},
{HW_VENDOR_AMD, CARD_AMD_RADEON_RX_480, "Radeon (TM) RX 480 Graphics", DRIVER_AMD_RX, 4096},
/* VMware */
{HW_VENDOR_VMWARE, CARD_VMWARE_SVGA3D, "VMware SVGA 3D (Microsoft Corporation - WDDM)", DRIVER_VMWARE, 1024},
/* Intel cards */
{HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) HD Graphics", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) HD Graphics", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) HD Graphics 3000", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) HD Graphics 3000", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) HD Graphics Family", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) HD Graphics 4000", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) HD Graphics 4000", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) HD Graphics Family", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HWD, "Intel(R) HD Graphics 4600", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HWM, "Intel(R) HD Graphics 4600", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HD5000, "Intel(R) HD Graphics 5000", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_1, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_2, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_3, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_4, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_1, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_2, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_3, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_4, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_5, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HD5300, "Intel(R) HD Graphics 5300", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD5500, "Intel(R) HD Graphics 5500", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD5600, "Intel(R) HD Graphics 5600", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD6000, "Intel(R) HD Graphics 6000", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I6100, "Intel(R) Iris(TM) Graphics 6100", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP6200, "Intel(R) Iris(TM) Pro Graphics 6200", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IPP6300, "Intel(R) Iris(TM) Pro Graphics P6300", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD510_1, "Intel(R) HD Graphics 510", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD510_2, "Intel(R) HD Graphics 510", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD510_3, "Intel(R) HD Graphics 510", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD515, "Intel(R) HD Graphics 515", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD520_1, "Intel(R) HD Graphics 520", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD520_2, "Intel(R) HD Graphics 520", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD530_1, "Intel(R) HD Graphics 530", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD530_2, "Intel(R) HD Graphics 530", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HDP530, "Intel(R) HD Graphics P530", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I540, "Intel(R) Iris(TM) Graphics 540", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I550, "Intel(R) Iris(TM) Graphics 550", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I555, "Intel(R) Iris(TM) Graphics 555", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP555, "Intel(R) Iris(TM) Graphics P555", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP580_1, "Intel(R) Iris(TM) Pro Graphics 580", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP580_2, "Intel(R) Iris(TM) Pro Graphics 580", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IPP580_1, "Intel(R) Iris(TM) Pro Graphics P580", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IPP580_2, "Intel(R) Iris(TM) Pro Graphics P580", DRIVER_INTEL_HD4000, 2048},
};
static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
enum wined3d_driver_model driver_model)
{
unsigned int i;
TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
for (i = 0; i < ARRAY_SIZE(driver_version_table); ++i)
{
const struct driver_version_information *entry = &driver_version_table[i];
if (entry->driver == driver && (driver_model == DRIVER_MODEL_GENERIC
|| entry->driver_model == driver_model))
{
TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
entry->driver_name, entry->version, entry->subversion, entry->build);
return entry;
}
}
return NULL;
}
static const struct gpu_description *get_gpu_description(enum wined3d_pci_vendor vendor,
enum wined3d_pci_device device)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(gpu_description_table); ++i)
{
if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
return &gpu_description_table[i];
}
return NULL;
}
static const struct gpu_description *query_gpu_description(const struct wined3d_gl_info *gl_info, UINT64 *vram_bytes)
{
enum wined3d_pci_vendor vendor = PCI_VENDOR_NONE;
enum wined3d_pci_device device = PCI_DEVICE_NONE;
const struct gpu_description *gpu_description;
static unsigned int once;
if (gl_info->supported[WGL_WINE_QUERY_RENDERER])
{
GLuint value;
if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VENDOR_ID_WINE, &value)))
vendor = value;
if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_DEVICE_ID_WINE, &value)))
device = value;
if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VIDEO_MEMORY_WINE, &value)))
*vram_bytes = (UINT64)value * 1024 * 1024;
TRACE("Card reports vendor PCI ID 0x%04x, device PCI ID 0x%04x, 0x%s bytes of video memory.\n",
vendor, device, wine_dbgstr_longlong(*vram_bytes));
}
if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
{
vendor = wined3d_settings.pci_vendor_id;
TRACE("Overriding vendor PCI ID with 0x%04x.\n", vendor);
}
if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
{
device = wined3d_settings.pci_device_id;
TRACE("Overriding device PCI ID with 0x%04x.\n", device);
}
if (wined3d_settings.emulated_textureram)
{
*vram_bytes = wined3d_settings.emulated_textureram;
TRACE("Overriding amount of video memory with 0x%s bytes.\n",
wine_dbgstr_longlong(*vram_bytes));
}
if (!(gpu_description = get_gpu_description(vendor, device))
&& (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE
|| wined3d_settings.pci_device_id != PCI_DEVICE_NONE) && !once++)
ERR_(winediag)("Invalid GPU override %04x:%04x specified, ignoring.\n", vendor, device);
return gpu_description;
}
static void init_driver_info(struct wined3d_driver_info *driver_info,
const struct gpu_description *gpu_desc, UINT64 vram_bytes)
{
OSVERSIONINFOW os_version;
WORD driver_os_version;
enum wined3d_display_driver driver;
enum wined3d_driver_model driver_model;
const struct driver_version_information *version_info;
memset(&os_version, 0, sizeof(os_version));
os_version.dwOSVersionInfoSize = sizeof(os_version);
if (!GetVersionExW(&os_version))
{
ERR("Failed to get OS version, reporting 2000/XP.\n");
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
}
else
{
TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
switch (os_version.dwMajorVersion)
{
case 4:
/* If needed we could distinguish between 9x and NT4, but this code won't make
* sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
*/
driver_os_version = 4;
driver_model = DRIVER_MODEL_WIN9X;
break;
case 5:
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
break;
case 6:
if (os_version.dwMinorVersion == 0)
{
driver_os_version = 7;
driver_model = DRIVER_MODEL_NT6X;
}
else if (os_version.dwMinorVersion == 1)
{
driver_os_version = 8;
driver_model = DRIVER_MODEL_NT6X;
}
else
{
if (os_version.dwMinorVersion > 2)
{
FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
}
driver_os_version = 9;
driver_model = DRIVER_MODEL_NT6X;
}
break;
case 10:
driver_os_version = 10;
driver_model = DRIVER_MODEL_NT6X;
break;
default:
FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
break;
}
}
driver_info->vendor = gpu_desc->vendor;
driver_info->device = gpu_desc->card;
driver_info->description = gpu_desc->description;
driver_info->vram_bytes = vram_bytes ? vram_bytes : (UINT64)gpu_desc->vidmem * 1024 * 1024;
driver = gpu_desc->driver;
/**
* Diablo 2 crashes when the amount of video memory is greater than 0x7fffffff.
* In order to avoid this application bug we limit the amount of video memory
* to LONG_MAX for older Windows versions.
*/
if (driver_model < DRIVER_MODEL_NT6X && driver_info->vram_bytes > LONG_MAX)
{
TRACE("Limiting amount of video memory to %#lx bytes for OS version older than Vista.\n", LONG_MAX);
driver_info->vram_bytes = LONG_MAX;
}
/* Try to obtain driver version information for the current Windows version. This fails in
* some cases:
* - the gpu is not available on the currently selected OS version:
* - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
* version information for the current Windows version is returned instead of faked info.
* We do the same and assume the default Windows version to emulate is WinXP.
*
* - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
* For now return the XP driver info. Perhaps later on we should return VESA.
*
* - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
* This could be an indication that our database is not up to date, so this should be fixed.
*/
if ((version_info = get_driver_version_info(driver, driver_model))
|| (version_info = get_driver_version_info(driver, DRIVER_MODEL_GENERIC)))
{
driver_info->name = version_info->driver_name;
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
}
else
{
ERR("No driver version info found for device %04x:%04x, driver model %#x.\n",
driver_info->vendor, driver_info->device, driver_model);
driver_info->name = "Display";
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
}
TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
driver_info->version_high, driver_info->version_low);
}
/* Context activation is done by the caller. */
static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(quirk_table); ++i)
{
if (!quirk_table[i].match(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device)) continue;
TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
quirk_table[i].apply(gl_info);
}
/* Find out if PBOs work as they are supposed to. */
test_pbo_functionality(gl_info);
}
static DWORD wined3d_parse_gl_version(const char *gl_version)
{
const char *ptr = gl_version;
int major, minor;
major = atoi(ptr);
if (major <= 0)
ERR("Invalid OpenGL major version %d.\n", major);
while (isdigit(*ptr)) ++ptr;
if (*ptr++ != '.')
ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
minor = atoi(ptr);
TRACE("Found OpenGL version %d.%d.\n", major, minor);
return MAKEDWORD_VERSION(major, minor);
}
static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
const char *gl_vendor_string, const char *gl_renderer, const char *gl_version)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
*
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL. */
if (gl_info->supported[APPLE_FENCE] && gl_info->supported[APPLE_YCBCR_422])
return GL_VENDOR_APPLE;
if (strstr(gl_vendor_string, "NVIDIA"))
return GL_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI"))
return GL_VENDOR_FGLRX;
if (strstr(gl_vendor_string, "Mesa")
|| strstr(gl_vendor_string, "X.Org")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "DRI R300 Project")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc.")
|| strstr(gl_vendor_string, "Intel")
|| strstr(gl_renderer, "Mesa")
|| strstr(gl_renderer, "Gallium")
|| strstr(gl_renderer, "Intel")
|| strstr(gl_version, "Mesa"))
return GL_VENDOR_MESA;
FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
debugstr_a(gl_vendor_string));
return GL_VENDOR_UNKNOWN;
}
static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
{
if (strstr(gl_vendor_string, "NVIDIA")
|| strstr(gl_vendor_string, "Nouveau")
|| strstr(gl_vendor_string, "nouveau"))
return HW_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "X.Org R300 Project")
|| strstr(gl_renderer, "AMD")
|| strstr(gl_renderer, "FirePro")
|| strstr(gl_renderer, "Radeon")
|| strstr(gl_renderer, "R100")
|| strstr(gl_renderer, "R200")
|| strstr(gl_renderer, "R300")
|| strstr(gl_renderer, "R600")
|| strstr(gl_renderer, "R700"))
return HW_VENDOR_AMD;
if (strstr(gl_vendor_string, "Intel(R)")
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
|| strstr(gl_renderer, "Intel")
|| strstr(gl_renderer, "i915")
|| strstr(gl_vendor_string, "Intel Inc."))
return HW_VENDOR_INTEL;
if (strstr(gl_renderer, "SVGA3D"))
return HW_VENDOR_VMWARE;
if (strstr(gl_vendor_string, "Mesa")
|| strstr(gl_vendor_string, "Brian Paul")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc."))
return HW_VENDOR_SOFTWARE;
FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
return HW_VENDOR_NVIDIA;
}
static enum wined3d_d3d_level d3d_level_from_caps(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version)
{
if (shader_caps->vs_version >= 5)
return WINED3D_D3D_LEVEL_11;
if (shader_caps->vs_version == 4)
return WINED3D_D3D_LEVEL_10;
if (shader_caps->vs_version == 3)
{
/* wined3d with default settings at the moment doesn't expose SM4+ on
* Mesa drivers. */
if (glsl_version >= MAKEDWORD_VERSION(4, 30))
return WINED3D_D3D_LEVEL_11;
if (glsl_version >= MAKEDWORD_VERSION(1, 30))
return WINED3D_D3D_LEVEL_10;
return WINED3D_D3D_LEVEL_9_SM3;
}
if (shader_caps->vs_version == 2)
return WINED3D_D3D_LEVEL_9_SM2;
if (shader_caps->vs_version == 1)
return WINED3D_D3D_LEVEL_8;
if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
return WINED3D_D3D_LEVEL_7;
if (fragment_caps->MaxSimultaneousTextures > 1)
return WINED3D_D3D_LEVEL_6;
return WINED3D_D3D_LEVEL_5;
}
static const struct wined3d_renderer_table
{
const char *renderer;
enum wined3d_pci_device id;
}
cards_nvidia_binary[] =
{
/* Direct 3D 11 */
{"TITAN X (Pascal)", CARD_NVIDIA_TITANX_PASCAL}, /* GeForce 1000 - highend */
{"GTX 1080 Ti", CARD_NVIDIA_GEFORCE_GTX1080TI}, /* GeForce 1000 - highend */
{"GTX 1080", CARD_NVIDIA_GEFORCE_GTX1080}, /* GeForce 1000 - highend */
{"GTX 1070", CARD_NVIDIA_GEFORCE_GTX1070}, /* GeForce 1000 - highend */
{"GTX 1060", CARD_NVIDIA_GEFORCE_GTX1060}, /* GeForce 1000 - midend high */
{"GTX 1050", CARD_NVIDIA_GEFORCE_GTX1050}, /* GeForce 1000 - midend */
{"GTX 980 Ti", CARD_NVIDIA_GEFORCE_GTX980TI}, /* GeForce 900 - highend */
{"GTX 980", CARD_NVIDIA_GEFORCE_GTX980}, /* GeForce 900 - highend */
{"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/
{"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */
{"GTX TITAN X", CARD_NVIDIA_GEFORCE_GTXTITANX}, /* Geforce 900 - highend */
{"GTX 960M", CARD_NVIDIA_GEFORCE_GTX960M}, /* GeForce 900 - midend high mobile */
{"GTX 960", CARD_NVIDIA_GEFORCE_GTX960}, /* GeForce 900 - midend high */
{"GTX 950M", CARD_NVIDIA_GEFORCE_GTX950M}, /* GeForce 900 - midend mobile */
{"GTX 950", CARD_NVIDIA_GEFORCE_GTX950}, /* GeForce 900 - midend */
{"GeForce 940M", CARD_NVIDIA_GEFORCE_940M}, /* GeForce 900 - midend mobile */
{"GTX 880M", CARD_NVIDIA_GEFORCE_GTX880M}, /* GeForce 800 - mobile */
{"GTX 870M", CARD_NVIDIA_GEFORCE_GTX870M}, /* GeForce 800 - mobile */
{"GTX 860M", CARD_NVIDIA_GEFORCE_GTX860M}, /* GeForce 800 - mobile */
{"GTX 850M", CARD_NVIDIA_GEFORCE_GTX850M}, /* GeForce 800 - mobile */
{"GeForce 845M", CARD_NVIDIA_GEFORCE_845M}, /* GeForce 800 - mobile */
{"GeForce 840M", CARD_NVIDIA_GEFORCE_840M}, /* GeForce 800 - mobile */
{"GeForce 830M", CARD_NVIDIA_GEFORCE_830M}, /* GeForce 800 - mobile */
{"GeForce 820M", CARD_NVIDIA_GEFORCE_820M}, /* GeForce 800 - mobile */
{"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */
{"GTX TITAN Black", CARD_NVIDIA_GEFORCE_GTXTITANB}, /* Geforce 700 - highend */
{"GTX TITAN Z", CARD_NVIDIA_GEFORCE_GTXTITANZ}, /* Geforce 700 - highend */
{"GTX TITAN", CARD_NVIDIA_GEFORCE_GTXTITAN}, /* Geforce 700 - highend */
{"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */
{"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
{"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
{"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */
{"GTX 760 Ti", CARD_NVIDIA_GEFORCE_GTX760TI}, /* Geforce 700 - midend high */
{"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */
{"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */
{"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */
{"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */
{"GT 740M", CARD_NVIDIA_GEFORCE_GT740M}, /* Geforce 700 - midend mobile */
{"GT 730M", CARD_NVIDIA_GEFORCE_GT730M}, /* Geforce 700 - midend mobile */
{"GT 730", CARD_NVIDIA_GEFORCE_GT730}, /* Geforce 700 - lowend */
{"GTX 690", CARD_NVIDIA_GEFORCE_GTX690}, /* Geforce 600 - highend */
{"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
{"GTX 675MX", CARD_NVIDIA_GEFORCE_GTX675MX}, /* Geforce 600 - highend */
{"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
{"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
{"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
{"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */
{"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
{"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
{"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
{"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
{"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
{"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
{"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
{"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
{"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
{"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
{"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
{"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
{"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
{"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
{"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
{"GT 525M", CARD_NVIDIA_GEFORCE_GT525M}, /* Geforce 500 - lowend mobile */
{"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
{"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
{"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
/* Direct 3D 10 */
{"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
{"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
{"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
{"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
{"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
{"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
{"GT 425M", CARD_NVIDIA_GEFORCE_GT425M}, /* Geforce 400 - lowend mobile */
{"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
{"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
{"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
{"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
{"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
{"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
{"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
{"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
{"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
{"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
{"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
{"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
{"GTS 250", CARD_NVIDIA_GEFORCE_GTS250}, /* Geforce 200 - midend */
{"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
{"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
{"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"9700M GT", CARD_NVIDIA_GEFORCE_9700MGT}, /* Geforce 9 - midend */
{"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
{"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
{"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
{"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
{"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
{"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
{"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
{"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
{"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
{"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
{"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
{"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */
{"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
{"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
{"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
{"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
/* Direct 3D 9 SM3 */
{"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
{"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
{"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
{"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
{"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
{"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
{"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
{"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
/* Direct 3D 9 SM2 */
{"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
/* Direct 3D 8 */
{"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200},
{"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
/* Direct 3D 7 */
{"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */
{"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX},
{"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */
{"Quadro2", CARD_NVIDIA_GEFORCE2},
{"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */
/* Direct 3D 6 */
{"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */
},
/* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
*
* Beware: renderer string do not match exact card model,
* eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
cards_amd_binary[] =
{
{"RX 480", CARD_AMD_RADEON_RX_480},
{"RX 460", CARD_AMD_RADEON_RX_460},
{"R9 Fury Series", CARD_AMD_RADEON_R9_FURY},
/* Southern Islands */
{"HD 7900", CARD_AMD_RADEON_HD7900},
{"HD 7800", CARD_AMD_RADEON_HD7800},
{"HD 7700", CARD_AMD_RADEON_HD7700},
/* Northern Islands */
{"HD 6970", CARD_AMD_RADEON_HD6900},
{"HD 6900", CARD_AMD_RADEON_HD6900},
{"HD 6800", CARD_AMD_RADEON_HD6800},
{"HD 6770M", CARD_AMD_RADEON_HD6600M},
{"HD 6750M", CARD_AMD_RADEON_HD6600M},
{"HD 6700", CARD_AMD_RADEON_HD6700},
{"HD 6670", CARD_AMD_RADEON_HD6600},
{"HD 6630M", CARD_AMD_RADEON_HD6600M},
{"HD 6600M", CARD_AMD_RADEON_HD6600M},
{"HD 6600", CARD_AMD_RADEON_HD6600},
{"HD 6570", CARD_AMD_RADEON_HD6600},
{"HD 6500M", CARD_AMD_RADEON_HD6600M},
{"HD 6500", CARD_AMD_RADEON_HD6600},
{"HD 6480G", CARD_AMD_RADEON_HD6480G},
{"HD 6400", CARD_AMD_RADEON_HD6400},
{"HD 6300", CARD_AMD_RADEON_HD6300},
{"HD 6200", CARD_AMD_RADEON_HD6300},
/* Evergreen */
{"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
{"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
{"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
{"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
{"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
{"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
{"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
{"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
{"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
{"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
{"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
/* R700 */
{"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
{"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
{"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
{"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
{"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
{"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
/* R600/R700 integrated */
{"HD 4200M", CARD_AMD_RADEON_HD4200M},
{"HD 3300", CARD_AMD_RADEON_HD3200},
{"HD 3200", CARD_AMD_RADEON_HD3200},
{"HD 3100", CARD_AMD_RADEON_HD3200},
/* R600 */
{"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
{"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
/* Radeon R5xx */
{"X1950", CARD_AMD_RADEON_X1600},
{"X1900", CARD_AMD_RADEON_X1600},
{"X1800", CARD_AMD_RADEON_X1600},
{"X1650", CARD_AMD_RADEON_X1600},
{"X1600", CARD_AMD_RADEON_X1600},
/* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
* Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
{"HD 2300", CARD_AMD_RADEON_X700},
{"X2500", CARD_AMD_RADEON_X700},
{"X2300", CARD_AMD_RADEON_X700},
{"X1550", CARD_AMD_RADEON_X700},
{"X1450", CARD_AMD_RADEON_X700},
{"X1400", CARD_AMD_RADEON_X700},
{"X1300", CARD_AMD_RADEON_X700},
{"X850", CARD_AMD_RADEON_X700},
{"X800", CARD_AMD_RADEON_X700},
{"X700", CARD_AMD_RADEON_X700},
/* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
{"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M},
},
cards_intel[] =
{
/* Skylake */
{"Iris Pro Graphics P580", CARD_INTEL_IPP580_1},
{"Skylake", CARD_INTEL_HD520_1},
/* Broadwell */
{"Iris Pro P6300", CARD_INTEL_IPP6300},
{"Iris Pro 6200", CARD_INTEL_IP6200},
{"Iris 6100", CARD_INTEL_I6100},
{"Iris(TM) Graphics 6100", CARD_INTEL_I6100}, /* MacOS */
/* Haswell */
{"Iris Pro 5200", CARD_INTEL_IP5200_1},
{"Iris 5100", CARD_INTEL_I5100_1},
{"HD Graphics 5000", CARD_INTEL_HD5000}, /* MacOS */
{"Haswell Mobile", CARD_INTEL_HWM},
{"Iris OpenGL Engine", CARD_INTEL_HWM}, /* MacOS */
/* Ivybridge */
{"Ivybridge Server", CARD_INTEL_IVBS},
{"Ivybridge Mobile", CARD_INTEL_IVBM},
{"Ivybridge Desktop", CARD_INTEL_IVBD},
{"HD Graphics 4000", CARD_INTEL_IVBD}, /* MacOS */
/* Sandybridge */
{"Sandybridge Server", CARD_INTEL_SNBS},
{"Sandybridge Mobile", CARD_INTEL_SNBM},
{"Sandybridge Desktop", CARD_INTEL_SNBD},
/* Ironlake */
{"Ironlake Mobile", CARD_INTEL_ILKM},
{"Ironlake Desktop", CARD_INTEL_ILKD},
/* G4x */
{"B43", CARD_INTEL_B43},
{"G41", CARD_INTEL_G41},
{"G45", CARD_INTEL_G45},
{"Q45", CARD_INTEL_Q45},
{"Integrated Graphics Device", CARD_INTEL_IGD},
{"GM45", CARD_INTEL_GM45},
/* i965 */
{"965GME", CARD_INTEL_965GME},
{"965GM", CARD_INTEL_965GM},
{"X3100", CARD_INTEL_965GM}, /* MacOS */
{"946GZ", CARD_INTEL_946GZ},
{"965G", CARD_INTEL_965G},
{"965Q", CARD_INTEL_965Q},
/* i945 */
{"Pineview M", CARD_INTEL_PNVM},
{"Pineview G", CARD_INTEL_PNVG},
{"IGD", CARD_INTEL_PNVG},
{"Q33", CARD_INTEL_Q33},
{"G33", CARD_INTEL_G33},
{"Q35", CARD_INTEL_Q35},
{"945GME", CARD_INTEL_945GME},
{"945GM", CARD_INTEL_945GM},
{"GMA 950", CARD_INTEL_945GM}, /* MacOS */
{"945G", CARD_INTEL_945G},
/* i915 */
{"915GM", CARD_INTEL_915GM},
{"E7221G", CARD_INTEL_E7221G},
{"915G", CARD_INTEL_915G},
/* i8xx */
{"865G", CARD_INTEL_865G},
{"845G", CARD_INTEL_845G},
{"855GM", CARD_INTEL_855GM},
{"830M", CARD_INTEL_830M},
},
/* 20101109 - These are never returned by current Gallium radeon
* drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
*
* These are returned but not handled: RC410, RV380. */
cards_amd_mesa[] =
{
/* Polaris 10/11 */
{"POLARIS10", CARD_AMD_RADEON_RX_480},
{"POLARIS11", CARD_AMD_RADEON_RX_460},
/* Volcanic Islands */
{"FIJI", CARD_AMD_RADEON_R9_FURY},
{"TONGA", CARD_AMD_RADEON_R9_285},
/* Sea Islands */
{"HAWAII", CARD_AMD_RADEON_R9_290},
{"KAVERI", CARD_AMD_RADEON_R7 },
{"KABINI", CARD_AMD_RADEON_R3 },
{"BONAIRE", CARD_AMD_RADEON_HD8770},
/* Southern Islands */
{"OLAND", CARD_AMD_RADEON_HD8670},
{"HAINAN", CARD_AMD_RADEON_HD8600M},
{"TAHITI", CARD_AMD_RADEON_HD7900},
{"PITCAIRN", CARD_AMD_RADEON_HD7800},
{"CAPE VERDE", CARD_AMD_RADEON_HD7700},
/* Northern Islands */
{"ARUBA", CARD_AMD_RADEON_HD7660D},
{"CAYMAN", CARD_AMD_RADEON_HD6900},
{"BARTS", CARD_AMD_RADEON_HD6800},
{"TURKS", CARD_AMD_RADEON_HD6600},
{"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
{"SUMO", CARD_AMD_RADEON_HD6550D},
{"CAICOS", CARD_AMD_RADEON_HD6400},
{"PALM", CARD_AMD_RADEON_HD6300},
/* Evergreen */
{"HEMLOCK", CARD_AMD_RADEON_HD5900},
{"CYPRESS", CARD_AMD_RADEON_HD5800},
{"JUNIPER", CARD_AMD_RADEON_HD5700},
{"REDWOOD", CARD_AMD_RADEON_HD5600},
{"CEDAR", CARD_AMD_RADEON_HD5400},
/* R700 */
{"R700", CARD_AMD_RADEON_HD4800},
{"RV790", CARD_AMD_RADEON_HD4800},
{"RV770", CARD_AMD_RADEON_HD4800},
{"RV740", CARD_AMD_RADEON_HD4700},
{"RV730", CARD_AMD_RADEON_HD4600},
{"RV710", CARD_AMD_RADEON_HD4350},
/* R600/R700 integrated */
{"RS880", CARD_AMD_RADEON_HD4200M},
{"RS780", CARD_AMD_RADEON_HD3200},
/* R600 */
{"R680", CARD_AMD_RADEON_HD2900},
{"R600", CARD_AMD_RADEON_HD2900},
{"RV670", CARD_AMD_RADEON_HD3850},
{"RV635", CARD_AMD_RADEON_HD2600},
{"RV630", CARD_AMD_RADEON_HD2600},
{"RV620", CARD_AMD_RADEON_HD2350},
{"RV610", CARD_AMD_RADEON_HD2350},
/* R500 */
{"R580", CARD_AMD_RADEON_X1600},
{"R520", CARD_AMD_RADEON_X1600},
{"RV570", CARD_AMD_RADEON_X1600},
{"RV560", CARD_AMD_RADEON_X1600},
{"RV535", CARD_AMD_RADEON_X1600},
{"RV530", CARD_AMD_RADEON_X1600},
{"RV516", CARD_AMD_RADEON_X700},
{"RV515", CARD_AMD_RADEON_X700},
/* R400 */
{"R481", CARD_AMD_RADEON_X700},
{"R480", CARD_AMD_RADEON_X700},
{"R430", CARD_AMD_RADEON_X700},
{"R423", CARD_AMD_RADEON_X700},
{"R420", CARD_AMD_RADEON_X700},
{"R410", CARD_AMD_RADEON_X700},
{"RV410", CARD_AMD_RADEON_X700},
/* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
{"RS740", CARD_AMD_RADEON_XPRESS_200M},
{"RS690", CARD_AMD_RADEON_XPRESS_200M},
{"RS600", CARD_AMD_RADEON_XPRESS_200M},
{"RS485", CARD_AMD_RADEON_XPRESS_200M},
{"RS482", CARD_AMD_RADEON_XPRESS_200M},
{"RS480", CARD_AMD_RADEON_XPRESS_200M},
{"RS400", CARD_AMD_RADEON_XPRESS_200M},
/* R300 */
{"R360", CARD_AMD_RADEON_9500},
{"R350", CARD_AMD_RADEON_9500},
{"R300", CARD_AMD_RADEON_9500},
{"RV370", CARD_AMD_RADEON_9500},
{"RV360", CARD_AMD_RADEON_9500},
{"RV351", CARD_AMD_RADEON_9500},
{"RV350", CARD_AMD_RADEON_9500},
},
cards_nvidia_mesa[] =
{
/* Maxwell */
{"NV124", CARD_NVIDIA_GEFORCE_GTX970},
{"NV120", CARD_NVIDIA_GEFORCE_GTX980TI},
{"NV118", CARD_NVIDIA_GEFORCE_840M},
{"NV117", CARD_NVIDIA_GEFORCE_GTX750},
/* Kepler */
{"NV108", CARD_NVIDIA_GEFORCE_GT740M},
{"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI},
{"NVF0", CARD_NVIDIA_GEFORCE_GTX780},
{"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
{"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* 690 / 675MX / 760TI */
/* Fermi */
{"NVD9", CARD_NVIDIA_GEFORCE_GT520},
{"NVD7", CARD_NVIDIA_GEFORCE_820M},
{"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
{"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
{"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
{"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
{"NVC3", CARD_NVIDIA_GEFORCE_GT440},
{"NVC1", CARD_NVIDIA_GEFORCE_GT420},
{"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
/* Tesla */
{"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
{"NVAC", CARD_NVIDIA_GEFORCE_8200},
{"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */
{"NVA8", CARD_NVIDIA_GEFORCE_210},
{"NVA5", CARD_NVIDIA_GEFORCE_GT220},
{"NVA3", CARD_NVIDIA_GEFORCE_GT240},
{"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
{"NV98", CARD_NVIDIA_GEFORCE_9200},
{"NV96", CARD_NVIDIA_GEFORCE_9400GT},
{"NV94", CARD_NVIDIA_GEFORCE_9600GT},
{"NV92", CARD_NVIDIA_GEFORCE_9800GT},
{"NV86", CARD_NVIDIA_GEFORCE_8500GT},
{"NV84", CARD_NVIDIA_GEFORCE_8600GT},
{"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
/* Curie */
{"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
{"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
{"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
{"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
{"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
{"NV4B", CARD_NVIDIA_GEFORCE_7600},
{"NV4A", CARD_NVIDIA_GEFORCE_6200},
{"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
{"NV47", CARD_NVIDIA_GEFORCE_7800GT},
{"NV46", CARD_NVIDIA_GEFORCE_7400},
{"NV45", CARD_NVIDIA_GEFORCE_6800},
{"NV44", CARD_NVIDIA_GEFORCE_6200},
{"NV43", CARD_NVIDIA_GEFORCE_6600GT},
{"NV42", CARD_NVIDIA_GEFORCE_6800},
{"NV41", CARD_NVIDIA_GEFORCE_6800},
{"NV40", CARD_NVIDIA_GEFORCE_6800},
/* Rankine */
{"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
{"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
{"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
{"NV34", CARD_NVIDIA_GEFORCEFX_5200},
{"NV31", CARD_NVIDIA_GEFORCEFX_5600},
{"NV30", CARD_NVIDIA_GEFORCEFX_5800},
/* Kelvin */
{"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
{"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
{"nv20", CARD_NVIDIA_GEFORCE3},
/* Celsius */
{"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
{"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
{"nv18", CARD_NVIDIA_GEFORCE4_MX},
{"nv17", CARD_NVIDIA_GEFORCE4_MX},
{"nv16", CARD_NVIDIA_GEFORCE2},
{"nv15", CARD_NVIDIA_GEFORCE2},
{"nv11", CARD_NVIDIA_GEFORCE2_MX},
{"nv10", CARD_NVIDIA_GEFORCE},
/* Fahrenheit */
{"nv05", CARD_NVIDIA_RIVA_TNT2},
{"nv04", CARD_NVIDIA_RIVA_TNT},
{"nv03", CARD_NVIDIA_RIVA_128},
},
cards_vmware[] =
{
{"SVGA3D", CARD_VMWARE_SVGA3D},
};
static const struct gl_vendor_selection
{
enum wined3d_gl_vendor gl_vendor;
const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
size_t cards_size; /* Number of entries in the array above */
}
amd_gl_vendor_table[] =
{
{GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
{GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
{GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)},
},
nvidia_gl_vendor_table[] =
{
{GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
{GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)},
{GL_VENDOR_NVIDIA, "Nvidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
},
vmware_gl_vendor_table[] =
{
{GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)},
},
intel_gl_vendor_table[] =
{
{GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)},
{GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)},
};
static const enum wined3d_pci_device
card_fallback_nvidia[] =
{
CARD_NVIDIA_RIVA_128, /* D3D5 */
CARD_NVIDIA_RIVA_TNT, /* D3D6 */
CARD_NVIDIA_GEFORCE, /* D3D7 */
CARD_NVIDIA_GEFORCE3, /* D3D8 */
CARD_NVIDIA_GEFORCEFX_5800, /* D3D9_SM2 */
CARD_NVIDIA_GEFORCE_6800, /* D3D9_SM3 */
CARD_NVIDIA_GEFORCE_8800GTX, /* D3D10 */
CARD_NVIDIA_GEFORCE_GTX470, /* D3D11 */
},
card_fallback_amd[] =
{
CARD_AMD_RAGE_128PRO, /* D3D5 */
CARD_AMD_RAGE_128PRO, /* D3D6 */
CARD_AMD_RADEON_7200, /* D3D7 */
CARD_AMD_RADEON_8500, /* D3D8 */
CARD_AMD_RADEON_9500, /* D3D9_SM2 */
CARD_AMD_RADEON_X1600, /* D3D9_SM3 */
CARD_AMD_RADEON_HD2900, /* D3D10 */
CARD_AMD_RADEON_HD5600, /* D3D11 */
},
card_fallback_intel[] =
{
CARD_INTEL_845G, /* D3D5 */
CARD_INTEL_845G, /* D3D6 */
CARD_INTEL_845G, /* D3D7 */
CARD_INTEL_915G, /* D3D8 */
CARD_INTEL_915G, /* D3D9_SM2 */
CARD_INTEL_945G, /* D3D9_SM3 */
CARD_INTEL_G45, /* D3D10 */
CARD_INTEL_IVBD, /* D3D11 */
};
C_ASSERT(ARRAY_SIZE(card_fallback_nvidia) == WINED3D_D3D_LEVEL_COUNT);
C_ASSERT(ARRAY_SIZE(card_fallback_amd) == WINED3D_D3D_LEVEL_COUNT);
C_ASSERT(ARRAY_SIZE(card_fallback_intel) == WINED3D_D3D_LEVEL_COUNT);
static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
{
unsigned int i, j;
for (i = 0; i < table_size; ++i)
{
if (table[i].gl_vendor != gl_vendor)
continue;
TRACE("Applying card selector \"%s\".\n", table[i].description);
for (j = 0; j < table[i].cards_size; ++j)
{
if (strstr(gl_renderer, table[i].cards[j].renderer))
return table[i].cards[j].id;
}
return PCI_DEVICE_NONE;
}
FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
gl_vendor, debugstr_a(gl_renderer));
return PCI_DEVICE_NONE;
}
static const struct
{
enum wined3d_pci_vendor card_vendor;
const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
const struct gl_vendor_selection *gl_vendor_selection;
unsigned int gl_vendor_count;
const enum wined3d_pci_device *card_fallback; /* An array with D3D_LEVEL_COUNT elements */
}
card_vendor_table[] =
{
{HW_VENDOR_AMD, "AMD", amd_gl_vendor_table,
ARRAY_SIZE(amd_gl_vendor_table),
card_fallback_amd},
{HW_VENDOR_NVIDIA, "Nvidia", nvidia_gl_vendor_table,
ARRAY_SIZE(nvidia_gl_vendor_table),
card_fallback_nvidia},
{HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table,
ARRAY_SIZE(vmware_gl_vendor_table),
card_fallback_amd},
{HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table,
ARRAY_SIZE(intel_gl_vendor_table),
card_fallback_intel},
};
static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps,
DWORD glsl_version, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
{
/* A Direct3D device object contains the PCI id (vendor + device) of the
* videocard which is used for rendering. Various applications use this
* information to get a rough estimation of the features of the card and
* some might use it for enabling 3d effects only on certain types of
* videocards. In some cases games might even use it to work around bugs
* which happen on certain videocards/driver combinations. The problem is
* that OpenGL only exposes a rendering string containing the name of the
* videocard and not the PCI id.
*
* Various games depend on the PCI id, so somehow we need to provide one.
* A simple option is to parse the renderer string and translate this to
* the right PCI id. This is a lot of work because there are more than 200
* GPUs just for Nvidia. Various cards share the same renderer string, so
* the amount of code might be 'small' but there are quite a number of
* exceptions which would make this a pain to maintain. Another way would
* be to query the PCI id from the operating system (assuming this is the
* videocard which is used for rendering which is not always the case).
* This would work but it is not very portable. Second it would not work
* well in, let's say, a remote X situation in which the amount of 3d
* features which can be used is limited.
*
* As said most games only use the PCI id to get an indication of the
* capabilities of the card. It doesn't really matter if the given id is
* the correct one if we return the id of a card with similar 3d features.
*
* The code below checks the OpenGL capabilities of a videocard and matches
* that to a certain level of Direct3D functionality. Once a card passes
* the Direct3D9 check, we know that the card (in case of Nvidia) is at
* least a GeforceFX. To give a better estimate we do a basic check on the
* renderer string but if that won't pass we return a default card. This
* way is better than maintaining a full card database as even without a
* full database we can return a card with similar features. Second the
* size of the database can be made quite small because when you know what
* type of 3d functionality a card has, you know to which GPU family the
* GPU must belong. Because of this you only have to check a small part of
* the renderer string to distinguish between different models from that
* family.
*
* The code also selects a default amount of video memory which we will
* use for an estimation of the amount of free texture memory. In case of
* real D3D the amount of texture memory includes video memory and system
* memory (to be specific AGP memory or in case of PCIE TurboCache /
* HyperMemory). We don't know how much system memory can be addressed by
* the system but we can make a reasonable estimation about the amount of
* video memory. If the value is slightly wrong it doesn't matter as we
* didn't include AGP-like memory which makes the amount of addressable
* memory higher and second OpenGL isn't that critical it moves to system
* memory behind our backs if really needed. Note that the amount of video
* memory can be overruled using a registry setting. */
unsigned int i;
enum wined3d_d3d_level d3d_level = d3d_level_from_caps(shader_caps, fragment_caps, glsl_version);
enum wined3d_pci_device device;
for (i = 0; i < ARRAY_SIZE(card_vendor_table); ++i)
{
if (card_vendor_table[i].card_vendor != *card_vendor)
continue;
TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
if (device != PCI_DEVICE_NONE)
return device;
TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
return card_vendor_table[i].card_fallback[d3d_level];
}
FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
*card_vendor, debugstr_a(gl_renderer));
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
*card_vendor = HW_VENDOR_NVIDIA;
return card_fallback_nvidia[d3d_level];
}
static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_backend_ops *shader_backend_ops)
{
if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER])
return &glsl_vertex_pipe;
return &ffp_vertex_pipe;
}
static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_backend_ops *shader_backend_ops)
{
if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
return &glsl_fragment_pipe;
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arbfp_fragment_pipeline;
if (gl_info->supported[ATI_FRAGMENT_SHADER])
return &atifs_fragment_pipeline;
if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
return &nvts_fragment_pipeline;
if (gl_info->supported[NV_REGISTER_COMBINERS])
return &nvrc_fragment_pipeline;
return &ffp_fragment_pipeline;
}
static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
{
BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER])
return &glsl_shader_backend;
if (gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arb_program_shader_backend;
if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER]))
return &glsl_shader_backend;
if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arb_program_shader_backend;
return &none_shader_backend;
}
static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
const struct wined3d_extension_map *map, UINT entry_count)
{
while (*extensions)
{
const char *start;
size_t len;
UINT i;
while (isspace(*extensions))
++extensions;
start = extensions;
while (!isspace(*extensions) && *extensions)
++extensions;
len = extensions - start;
if (!len)
continue;
TRACE("- %s.\n", debugstr_an(start, len));
for (i = 0; i < entry_count; ++i)
{
if (len == strlen(map[i].extension_string)
&& !memcmp(start, map[i].extension_string, len))
{
TRACE(" FOUND: %s support.\n", map[i].extension_string);
gl_info->supported[map[i].extension] = TRUE;
break;
}
}
}
}
static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info,
const struct wined3d_extension_map *map, unsigned int map_entries_count)
{
const char *gl_extension_name;
unsigned int i, j;
GLint extensions_count;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count);
for (i = 0; i < extensions_count; ++i)
{
gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i));
TRACE("- %s.\n", debugstr_a(gl_extension_name));
for (j = 0; j < map_entries_count; ++j)
{
if (!strcmp(gl_extension_name, map[j].extension_string))
{
TRACE("FOUND: %s support.\n", map[j].extension_string);
gl_info->supported[map[j].extension] = TRUE;
break;
}
}
}
}
static void load_gl_funcs(struct wined3d_gl_info *gl_info)
{
#define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
/* GL_APPLE_fence */
USE_GL_FUNC(glDeleteFencesAPPLE)
USE_GL_FUNC(glFinishFenceAPPLE)
USE_GL_FUNC(glFinishObjectAPPLE)
USE_GL_FUNC(glGenFencesAPPLE)
USE_GL_FUNC(glIsFenceAPPLE)
USE_GL_FUNC(glSetFenceAPPLE)
USE_GL_FUNC(glTestFenceAPPLE)
USE_GL_FUNC(glTestObjectAPPLE)
/* GL_APPLE_flush_buffer_range */
USE_GL_FUNC(glBufferParameteriAPPLE)
USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
/* GL_ARB_base_instance */
USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
/* GL_ARB_blend_func_extended */
USE_GL_FUNC(glBindFragDataLocationIndexed)
USE_GL_FUNC(glGetFragDataIndex)
/* GL_ARB_clear_buffer_object */
USE_GL_FUNC(glClearBufferData)
USE_GL_FUNC(glClearBufferSubData)
/* GL_ARB_clear_texture */
USE_GL_FUNC(glClearTexImage)
USE_GL_FUNC(glClearTexSubImage)
/* GL_ARB_clip_control */
USE_GL_FUNC(glClipControl)
/* GL_ARB_color_buffer_float */
USE_GL_FUNC(glClampColorARB)
/* GL_ARB_compute_shader */
USE_GL_FUNC(glDispatchCompute)
USE_GL_FUNC(glDispatchComputeIndirect)
/* GL_ARB_copy_buffer */
USE_GL_FUNC(glCopyBufferSubData)
/* GL_ARB_copy_image */
USE_GL_FUNC(glCopyImageSubData)
/* GL_ARB_debug_output */
USE_GL_FUNC(glDebugMessageCallbackARB)
USE_GL_FUNC(glDebugMessageControlARB)
USE_GL_FUNC(glDebugMessageInsertARB)
USE_GL_FUNC(glGetDebugMessageLogARB)
/* GL_ARB_draw_buffers */
USE_GL_FUNC(glDrawBuffersARB)
/* GL_ARB_draw_elements_base_vertex */
USE_GL_FUNC(glDrawElementsBaseVertex)
USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
USE_GL_FUNC(glDrawRangeElementsBaseVertex)
USE_GL_FUNC(glMultiDrawElementsBaseVertex)
/* GL_ARB_draw_indirect */
USE_GL_FUNC(glDrawArraysIndirect)
USE_GL_FUNC(glDrawElementsIndirect)
/* GL_ARB_draw_instanced */
USE_GL_FUNC(glDrawArraysInstancedARB)
USE_GL_FUNC(glDrawElementsInstancedARB)
/* GL_ARB_ES2_compatibility */
USE_GL_FUNC(glReleaseShaderCompiler)
USE_GL_FUNC(glShaderBinary)
USE_GL_FUNC(glGetShaderPrecisionFormat)
USE_GL_FUNC(glDepthRangef)
USE_GL_FUNC(glClearDepthf)
/* GL_ARB_framebuffer_object */
USE_GL_FUNC(glBindFramebuffer)
USE_GL_FUNC(glBindRenderbuffer)
USE_GL_FUNC(glBlitFramebuffer)
USE_GL_FUNC(glCheckFramebufferStatus)
USE_GL_FUNC(glDeleteFramebuffers)
USE_GL_FUNC(glDeleteRenderbuffers)
USE_GL_FUNC(glFramebufferRenderbuffer)
USE_GL_FUNC(glFramebufferTexture)
USE_GL_FUNC(glFramebufferTexture1D)
USE_GL_FUNC(glFramebufferTexture2D)
USE_GL_FUNC(glFramebufferTexture3D)
USE_GL_FUNC(glFramebufferTextureLayer)
USE_GL_FUNC(glGenFramebuffers)
USE_GL_FUNC(glGenRenderbuffers)
USE_GL_FUNC(glGenerateMipmap)
USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
USE_GL_FUNC(glGetRenderbufferParameteriv)
USE_GL_FUNC(glIsFramebuffer)
USE_GL_FUNC(glIsRenderbuffer)
USE_GL_FUNC(glRenderbufferStorage)
USE_GL_FUNC(glRenderbufferStorageMultisample)
/* GL_ARB_geometry_shader4 */
USE_GL_FUNC(glFramebufferTextureARB)
USE_GL_FUNC(glFramebufferTextureFaceARB)
USE_GL_FUNC(glFramebufferTextureLayerARB)
USE_GL_FUNC(glProgramParameteriARB)
/* GL_ARB_instanced_arrays */
USE_GL_FUNC(glVertexAttribDivisorARB)
/* GL_ARB_internalformat_query */
USE_GL_FUNC(glGetInternalformativ)
/* GL_ARB_internalformat_query2 */
USE_GL_FUNC(glGetInternalformati64v)
/* GL_ARB_map_buffer_range */
USE_GL_FUNC(glFlushMappedBufferRange)
USE_GL_FUNC(glMapBufferRange)
/* GL_ARB_multisample */
USE_GL_FUNC(glSampleCoverageARB)
/* GL_ARB_multitexture */
USE_GL_FUNC(glActiveTextureARB)
USE_GL_FUNC(glClientActiveTextureARB)
USE_GL_FUNC(glMultiTexCoord1fARB)
USE_GL_FUNC(glMultiTexCoord1fvARB)
USE_GL_FUNC(glMultiTexCoord2fARB)
USE_GL_FUNC(glMultiTexCoord2fvARB)
USE_GL_FUNC(glMultiTexCoord2svARB)
USE_GL_FUNC(glMultiTexCoord3fARB)
USE_GL_FUNC(glMultiTexCoord3fvARB)
USE_GL_FUNC(glMultiTexCoord4fARB)
USE_GL_FUNC(glMultiTexCoord4fvARB)
USE_GL_FUNC(glMultiTexCoord4svARB)
/* GL_ARB_occlusion_query */
USE_GL_FUNC(glBeginQueryARB)
USE_GL_FUNC(glDeleteQueriesARB)
USE_GL_FUNC(glEndQueryARB)
USE_GL_FUNC(glGenQueriesARB)
USE_GL_FUNC(glGetQueryivARB)
USE_GL_FUNC(glGetQueryObjectivARB)
USE_GL_FUNC(glGetQueryObjectuivARB)
USE_GL_FUNC(glIsQueryARB)
/* GL_ARB_point_parameters */
USE_GL_FUNC(glPointParameterfARB)
USE_GL_FUNC(glPointParameterfvARB)
/* GL_ARB_provoking_vertex */
USE_GL_FUNC(glProvokingVertex)
/* GL_ARB_sampler_objects */
USE_GL_FUNC(glGenSamplers)
USE_GL_FUNC(glDeleteSamplers)
USE_GL_FUNC(glIsSampler)
USE_GL_FUNC(glBindSampler)
USE_GL_FUNC(glSamplerParameteri)
USE_GL_FUNC(glSamplerParameterf)
USE_GL_FUNC(glSamplerParameteriv)
USE_GL_FUNC(glSamplerParameterfv)
USE_GL_FUNC(glSamplerParameterIiv)
USE_GL_FUNC(glSamplerParameterIuiv)
USE_GL_FUNC(glGetSamplerParameteriv)
USE_GL_FUNC(glGetSamplerParameterfv)
USE_GL_FUNC(glGetSamplerParameterIiv)
USE_GL_FUNC(glGetSamplerParameterIuiv)
/* GL_ARB_shader_atomic_counters */
USE_GL_FUNC(glGetActiveAtomicCounterBufferiv)
/* GL_ARB_shader_image_load_store */
USE_GL_FUNC(glBindImageTexture)
USE_GL_FUNC(glMemoryBarrier)
/* GL_ARB_shader_objects */
USE_GL_FUNC(glAttachObjectARB)
USE_GL_FUNC(glBindAttribLocationARB)
USE_GL_FUNC(glCompileShaderARB)
USE_GL_FUNC(glCreateProgramObjectARB)
USE_GL_FUNC(glCreateShaderObjectARB)
USE_GL_FUNC(glDeleteObjectARB)
USE_GL_FUNC(glDetachObjectARB)
USE_GL_FUNC(glGetActiveUniformARB)
USE_GL_FUNC(glGetAttachedObjectsARB)
USE_GL_FUNC(glGetAttribLocationARB)
USE_GL_FUNC(glGetHandleARB)
USE_GL_FUNC(glGetInfoLogARB)
USE_GL_FUNC(glGetObjectParameterfvARB)
USE_GL_FUNC(glGetObjectParameterivARB)
USE_GL_FUNC(glGetShaderSourceARB)
USE_GL_FUNC(glGetUniformLocationARB)
USE_GL_FUNC(glGetUniformfvARB)
USE_GL_FUNC(glGetUniformivARB)
USE_GL_FUNC(glLinkProgramARB)
USE_GL_FUNC(glShaderSourceARB)
USE_GL_FUNC(glUniform1fARB)
USE_GL_FUNC(glUniform1fvARB)
USE_GL_FUNC(glUniform1iARB)
USE_GL_FUNC(glUniform1ivARB)
USE_GL_FUNC(glUniform2fARB)
USE_GL_FUNC(glUniform2fvARB)
USE_GL_FUNC(glUniform2iARB)
USE_GL_FUNC(glUniform2ivARB)
USE_GL_FUNC(glUniform3fARB)
USE_GL_FUNC(glUniform3fvARB)
USE_GL_FUNC(glUniform3iARB)
USE_GL_FUNC(glUniform3ivARB)
USE_GL_FUNC(glUniform4fARB)
USE_GL_FUNC(glUniform4fvARB)
USE_GL_FUNC(glUniform4iARB)
USE_GL_FUNC(glUniform4ivARB)
USE_GL_FUNC(glUniformMatrix2fvARB)
USE_GL_FUNC(glUniformMatrix3fvARB)
USE_GL_FUNC(glUniformMatrix4fvARB)
USE_GL_FUNC(glUseProgramObjectARB)
USE_GL_FUNC(glValidateProgramARB)
/* GL_ARB_shader_storage_buffer_object */
USE_GL_FUNC(glShaderStorageBlockBinding)
/* GL_ARB_sync */
USE_GL_FUNC(glClientWaitSync)
USE_GL_FUNC(glDeleteSync)
USE_GL_FUNC(glFenceSync)
USE_GL_FUNC(glGetInteger64v)
USE_GL_FUNC(glGetSynciv)
USE_GL_FUNC(glIsSync)
USE_GL_FUNC(glWaitSync)
/* GL_ARB_tessellation_shader */
USE_GL_FUNC(glPatchParameteri)
USE_GL_FUNC(glPatchParameterfv)
/* GL_ARB_texture_buffer_object */
USE_GL_FUNC(glTexBufferARB)
/* GL_ARB_texture_buffer_range */
USE_GL_FUNC(glTexBufferRange)
/* GL_ARB_texture_compression */
USE_GL_FUNC(glCompressedTexImage2DARB)
USE_GL_FUNC(glCompressedTexImage3DARB)
USE_GL_FUNC(glCompressedTexSubImage2DARB)
USE_GL_FUNC(glCompressedTexSubImage3DARB)
USE_GL_FUNC(glGetCompressedTexImageARB)
/* GL_ARB_texture_multisample */
USE_GL_FUNC(glGetMultisamplefv);
USE_GL_FUNC(glSampleMaski);
USE_GL_FUNC(glTexImage2DMultisample);
USE_GL_FUNC(glTexImage3DMultisample);
/* GL_ARB_texture_storage */
USE_GL_FUNC(glTexStorage1D)
USE_GL_FUNC(glTexStorage2D)
USE_GL_FUNC(glTexStorage3D)
/* GL_ARB_texture_storage_multisample */
USE_GL_FUNC(glTexStorage2DMultisample);
USE_GL_FUNC(glTexStorage3DMultisample);
/* GL_ARB_texture_view */
USE_GL_FUNC(glTextureView)
/* GL_ARB_timer_query */
USE_GL_FUNC(glQueryCounter)
USE_GL_FUNC(glGetQueryObjectui64v)
/* GL_ARB_transform_feedback2 */
USE_GL_FUNC(glBindTransformFeedback);
USE_GL_FUNC(glDeleteTransformFeedbacks);
USE_GL_FUNC(glDrawTransformFeedback);
USE_GL_FUNC(glGenTransformFeedbacks);
USE_GL_FUNC(glIsTransformFeedback);
USE_GL_FUNC(glPauseTransformFeedback);
USE_GL_FUNC(glResumeTransformFeedback);
/* GL_ARB_transform_feedback3 */
USE_GL_FUNC(glBeginQueryIndexed);
USE_GL_FUNC(glDrawTransformFeedbackStream);
USE_GL_FUNC(glEndQueryIndexed);
USE_GL_FUNC(glGetQueryIndexediv);
/* GL_ARB_uniform_buffer_object */
USE_GL_FUNC(glBindBufferBase)
USE_GL_FUNC(glBindBufferRange)
USE_GL_FUNC(glGetActiveUniformBlockName)
USE_GL_FUNC(glGetActiveUniformBlockiv)
USE_GL_FUNC(glGetActiveUniformName)
USE_GL_FUNC(glGetActiveUniformsiv)
USE_GL_FUNC(glGetIntegeri_v)
USE_GL_FUNC(glGetUniformBlockIndex)
USE_GL_FUNC(glGetUniformIndices)
USE_GL_FUNC(glUniformBlockBinding)
/* GL_ARB_vertex_blend */
USE_GL_FUNC(glVertexBlendARB)
USE_GL_FUNC(glWeightPointerARB)
USE_GL_FUNC(glWeightbvARB)
USE_GL_FUNC(glWeightdvARB)
USE_GL_FUNC(glWeightfvARB)
USE_GL_FUNC(glWeightivARB)
USE_GL_FUNC(glWeightsvARB)
USE_GL_FUNC(glWeightubvARB)
USE_GL_FUNC(glWeightuivARB)
USE_GL_FUNC(glWeightusvARB)
/* GL_ARB_vertex_buffer_object */
USE_GL_FUNC(glBindBufferARB)
USE_GL_FUNC(glBufferDataARB)
USE_GL_FUNC(glBufferSubDataARB)
USE_GL_FUNC(glDeleteBuffersARB)
USE_GL_FUNC(glGenBuffersARB)
USE_GL_FUNC(glGetBufferParameterivARB)
USE_GL_FUNC(glGetBufferPointervARB)
USE_GL_FUNC(glGetBufferSubDataARB)
USE_GL_FUNC(glIsBufferARB)
USE_GL_FUNC(glMapBufferARB)
USE_GL_FUNC(glUnmapBufferARB)
/* GL_ARB_vertex_program */
USE_GL_FUNC(glBindProgramARB)
USE_GL_FUNC(glDeleteProgramsARB)
USE_GL_FUNC(glDisableVertexAttribArrayARB)
USE_GL_FUNC(glEnableVertexAttribArrayARB)
USE_GL_FUNC(glGenProgramsARB)
USE_GL_FUNC(glGetProgramivARB)
USE_GL_FUNC(glProgramEnvParameter4fvARB)
USE_GL_FUNC(glProgramLocalParameter4fvARB)
USE_GL_FUNC(glProgramStringARB)
USE_GL_FUNC(glVertexAttrib1dARB)
USE_GL_FUNC(glVertexAttrib1dvARB)
USE_GL_FUNC(glVertexAttrib1fARB)
USE_GL_FUNC(glVertexAttrib1fvARB)
USE_GL_FUNC(glVertexAttrib1sARB)
USE_GL_FUNC(glVertexAttrib1svARB)
USE_GL_FUNC(glVertexAttrib2dARB)
USE_GL_FUNC(glVertexAttrib2dvARB)
USE_GL_FUNC(glVertexAttrib2fARB)
USE_GL_FUNC(glVertexAttrib2fvARB)
USE_GL_FUNC(glVertexAttrib2sARB)
USE_GL_FUNC(glVertexAttrib2svARB)
USE_GL_FUNC(glVertexAttrib3dARB)
USE_GL_FUNC(glVertexAttrib3dvARB)
USE_GL_FUNC(glVertexAttrib3fARB)
USE_GL_FUNC(glVertexAttrib3fvARB)
USE_GL_FUNC(glVertexAttrib3sARB)
USE_GL_FUNC(glVertexAttrib3svARB)
USE_GL_FUNC(glVertexAttrib4NbvARB)
USE_GL_FUNC(glVertexAttrib4NivARB)
USE_GL_FUNC(glVertexAttrib4NsvARB)
USE_GL_FUNC(glVertexAttrib4NubARB)
USE_GL_FUNC(glVertexAttrib4NubvARB)
USE_GL_FUNC(glVertexAttrib4NuivARB)
USE_GL_FUNC(glVertexAttrib4NusvARB)
USE_GL_FUNC(glVertexAttrib4bvARB)
USE_GL_FUNC(glVertexAttrib4dARB)
USE_GL_FUNC(glVertexAttrib4dvARB)
USE_GL_FUNC(glVertexAttrib4fARB)
USE_GL_FUNC(glVertexAttrib4fvARB)
USE_GL_FUNC(glVertexAttrib4ivARB)
USE_GL_FUNC(glVertexAttrib4sARB)
USE_GL_FUNC(glVertexAttrib4svARB)
USE_GL_FUNC(glVertexAttrib4ubvARB)
USE_GL_FUNC(glVertexAttrib4uivARB)
USE_GL_FUNC(glVertexAttrib4usvARB)
USE_GL_FUNC(glVertexAttribPointerARB)
/* GL_ARB_viewport_array */
USE_GL_FUNC(glDepthRangeArrayv)
USE_GL_FUNC(glDepthRangeIndexed)
USE_GL_FUNC(glGetDoublei_v)
USE_GL_FUNC(glGetFloati_v)
USE_GL_FUNC(glScissorArrayv)
USE_GL_FUNC(glScissorIndexed)
USE_GL_FUNC(glScissorIndexedv)
USE_GL_FUNC(glViewportArrayv)
USE_GL_FUNC(glViewportIndexedf)
USE_GL_FUNC(glViewportIndexedfv)
/* GL_ATI_fragment_shader */
USE_GL_FUNC(glAlphaFragmentOp1ATI)
USE_GL_FUNC(glAlphaFragmentOp2ATI)
USE_GL_FUNC(glAlphaFragmentOp3ATI)
USE_GL_FUNC(glBeginFragmentShaderATI)
USE_GL_FUNC(glBindFragmentShaderATI)
USE_GL_FUNC(glColorFragmentOp1ATI)
USE_GL_FUNC(glColorFragmentOp2ATI)
USE_GL_FUNC(glColorFragmentOp3ATI)
USE_GL_FUNC(glDeleteFragmentShaderATI)
USE_GL_FUNC(glEndFragmentShaderATI)
USE_GL_FUNC(glGenFragmentShadersATI)
USE_GL_FUNC(glPassTexCoordATI)
USE_GL_FUNC(glSampleMapATI)
USE_GL_FUNC(glSetFragmentShaderConstantATI)
/* GL_ATI_separate_stencil */
USE_GL_FUNC(glStencilOpSeparateATI)
USE_GL_FUNC(glStencilFuncSeparateATI)
/* GL_EXT_blend_color */
USE_GL_FUNC(glBlendColorEXT)
/* GL_EXT_blend_equation_separate */
USE_GL_FUNC(glBlendFuncSeparateEXT)
/* GL_EXT_blend_func_separate */
USE_GL_FUNC(glBlendEquationSeparateEXT)
/* GL_EXT_blend_minmax */
USE_GL_FUNC(glBlendEquationEXT)
/* GL_EXT_depth_bounds_test */
USE_GL_FUNC(glDepthBoundsEXT)
/* GL_EXT_draw_buffers2 */
USE_GL_FUNC(glColorMaskIndexedEXT)
USE_GL_FUNC(glDisableIndexedEXT)
USE_GL_FUNC(glEnableIndexedEXT)
USE_GL_FUNC(glGetBooleanIndexedvEXT)
USE_GL_FUNC(glGetIntegerIndexedvEXT)
USE_GL_FUNC(glIsEnabledIndexedEXT)
/* GL_EXT_fog_coord */
USE_GL_FUNC(glFogCoordPointerEXT)
USE_GL_FUNC(glFogCoorddEXT)
USE_GL_FUNC(glFogCoorddvEXT)
USE_GL_FUNC(glFogCoordfEXT)
USE_GL_FUNC(glFogCoordfvEXT)
/* GL_EXT_framebuffer_blit */
USE_GL_FUNC(glBlitFramebufferEXT)
/* GL_EXT_framebuffer_multisample */
USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
/* GL_EXT_framebuffer_object */
USE_GL_FUNC(glBindFramebufferEXT)
USE_GL_FUNC(glBindRenderbufferEXT)
USE_GL_FUNC(glCheckFramebufferStatusEXT)
USE_GL_FUNC(glDeleteFramebuffersEXT)
USE_GL_FUNC(glDeleteRenderbuffersEXT)
USE_GL_FUNC(glFramebufferRenderbufferEXT)
USE_GL_FUNC(glFramebufferTexture1DEXT)
USE_GL_FUNC(glFramebufferTexture2DEXT)
USE_GL_FUNC(glFramebufferTexture3DEXT)
USE_GL_FUNC(glGenFramebuffersEXT)
USE_GL_FUNC(glGenRenderbuffersEXT)
USE_GL_FUNC(glGenerateMipmapEXT)
USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
USE_GL_FUNC(glGetRenderbufferParameterivEXT)
USE_GL_FUNC(glIsFramebufferEXT)
USE_GL_FUNC(glIsRenderbufferEXT)
USE_GL_FUNC(glRenderbufferStorageEXT)
/* GL_EXT_gpu_program_parameters */
USE_GL_FUNC(glProgramEnvParameters4fvEXT)
USE_GL_FUNC(glProgramLocalParameters4fvEXT)
/* GL_EXT_gpu_shader4 */
USE_GL_FUNC(glBindFragDataLocationEXT)
USE_GL_FUNC(glGetFragDataLocationEXT)
USE_GL_FUNC(glGetUniformuivEXT)
USE_GL_FUNC(glGetVertexAttribIivEXT)
USE_GL_FUNC(glGetVertexAttribIuivEXT)
USE_GL_FUNC(glUniform1uiEXT)
USE_GL_FUNC(glUniform1uivEXT)
USE_GL_FUNC(glUniform2uiEXT)
USE_GL_FUNC(glUniform2uivEXT)
USE_GL_FUNC(glUniform3uiEXT)
USE_GL_FUNC(glUniform3uivEXT)
USE_GL_FUNC(glUniform4uiEXT)
USE_GL_FUNC(glUniform4uivEXT)
USE_GL_FUNC(glVertexAttribI1iEXT)
USE_GL_FUNC(glVertexAttribI1ivEXT)
USE_GL_FUNC(glVertexAttribI1uiEXT)
USE_GL_FUNC(glVertexAttribI1uivEXT)
USE_GL_FUNC(glVertexAttribI2iEXT)
USE_GL_FUNC(glVertexAttribI2ivEXT)
USE_GL_FUNC(glVertexAttribI2uiEXT)
USE_GL_FUNC(glVertexAttribI2uivEXT)
USE_GL_FUNC(glVertexAttribI3iEXT)
USE_GL_FUNC(glVertexAttribI3ivEXT)
USE_GL_FUNC(glVertexAttribI3uiEXT)
USE_GL_FUNC(glVertexAttribI3uivEXT)
USE_GL_FUNC(glVertexAttribI4bvEXT)
USE_GL_FUNC(glVertexAttribI4iEXT)
USE_GL_FUNC(glVertexAttribI4ivEXT)
USE_GL_FUNC(glVertexAttribI4svEXT)
USE_GL_FUNC(glVertexAttribI4ubvEXT)
USE_GL_FUNC(glVertexAttribI4uiEXT)
USE_GL_FUNC(glVertexAttribI4uivEXT)
USE_GL_FUNC(glVertexAttribI4usvEXT)
USE_GL_FUNC(glVertexAttribIPointerEXT)
/* GL_EXT_point_parameters */
USE_GL_FUNC(glPointParameterfEXT)
USE_GL_FUNC(glPointParameterfvEXT)
/* GL_EXT_provoking_vertex */
USE_GL_FUNC(glProvokingVertexEXT)
/* GL_EXT_secondary_color */
USE_GL_FUNC(glSecondaryColor3fEXT)
USE_GL_FUNC(glSecondaryColor3fvEXT)
USE_GL_FUNC(glSecondaryColor3ubEXT)
USE_GL_FUNC(glSecondaryColor3ubvEXT)
USE_GL_FUNC(glSecondaryColorPointerEXT)
/* GL_EXT_stencil_two_side */
USE_GL_FUNC(glActiveStencilFaceEXT)
/* GL_EXT_texture3D */
USE_GL_FUNC(glTexImage3D)
USE_GL_FUNC(glTexImage3DEXT)
USE_GL_FUNC(glTexSubImage3D)
USE_GL_FUNC(glTexSubImage3DEXT)
/* GL_NV_fence */
USE_GL_FUNC(glDeleteFencesNV)
USE_GL_FUNC(glFinishFenceNV)
USE_GL_FUNC(glGenFencesNV)
USE_GL_FUNC(glGetFenceivNV)
USE_GL_FUNC(glIsFenceNV)
USE_GL_FUNC(glSetFenceNV)
USE_GL_FUNC(glTestFenceNV)
/* GL_NV_half_float */
USE_GL_FUNC(glColor3hNV)
USE_GL_FUNC(glColor3hvNV)
USE_GL_FUNC(glColor4hNV)
USE_GL_FUNC(glColor4hvNV)
USE_GL_FUNC(glFogCoordhNV)
USE_GL_FUNC(glFogCoordhvNV)
USE_GL_FUNC(glMultiTexCoord1hNV)
USE_GL_FUNC(glMultiTexCoord1hvNV)
USE_GL_FUNC(glMultiTexCoord2hNV)
USE_GL_FUNC(glMultiTexCoord2hvNV)
USE_GL_FUNC(glMultiTexCoord3hNV)
USE_GL_FUNC(glMultiTexCoord3hvNV)
USE_GL_FUNC(glMultiTexCoord4hNV)
USE_GL_FUNC(glMultiTexCoord4hvNV)
USE_GL_FUNC(glNormal3hNV)
USE_GL_FUNC(glNormal3hvNV)
USE_GL_FUNC(glSecondaryColor3hNV)
USE_GL_FUNC(glSecondaryColor3hvNV)
USE_GL_FUNC(glTexCoord1hNV)
USE_GL_FUNC(glTexCoord1hvNV)
USE_GL_FUNC(glTexCoord2hNV)
USE_GL_FUNC(glTexCoord2hvNV)
USE_GL_FUNC(glTexCoord3hNV)
USE_GL_FUNC(glTexCoord3hvNV)
USE_GL_FUNC(glTexCoord4hNV)
USE_GL_FUNC(glTexCoord4hvNV)
USE_GL_FUNC(glVertex2hNV)
USE_GL_FUNC(glVertex2hvNV)
USE_GL_FUNC(glVertex3hNV)
USE_GL_FUNC(glVertex3hvNV)
USE_GL_FUNC(glVertex4hNV)
USE_GL_FUNC(glVertex4hvNV)
USE_GL_FUNC(glVertexAttrib1hNV)
USE_GL_FUNC(glVertexAttrib1hvNV)
USE_GL_FUNC(glVertexAttrib2hNV)
USE_GL_FUNC(glVertexAttrib2hvNV)
USE_GL_FUNC(glVertexAttrib3hNV)
USE_GL_FUNC(glVertexAttrib3hvNV)
USE_GL_FUNC(glVertexAttrib4hNV)
USE_GL_FUNC(glVertexAttrib4hvNV)
USE_GL_FUNC(glVertexAttribs1hvNV)
USE_GL_FUNC(glVertexAttribs2hvNV)
USE_GL_FUNC(glVertexAttribs3hvNV)
USE_GL_FUNC(glVertexAttribs4hvNV)
USE_GL_FUNC(glVertexWeighthNV)
USE_GL_FUNC(glVertexWeighthvNV)
/* GL_NV_point_sprite */
USE_GL_FUNC(glPointParameteriNV)
USE_GL_FUNC(glPointParameterivNV)
/* GL_NV_register_combiners */
USE_GL_FUNC(glCombinerInputNV)
USE_GL_FUNC(glCombinerOutputNV)
USE_GL_FUNC(glCombinerParameterfNV)
USE_GL_FUNC(glCombinerParameterfvNV)
USE_GL_FUNC(glCombinerParameteriNV)
USE_GL_FUNC(glCombinerParameterivNV)
USE_GL_FUNC(glFinalCombinerInputNV)
/* WGL extensions */
USE_GL_FUNC(wglChoosePixelFormatARB)
USE_GL_FUNC(wglGetExtensionsStringARB)
USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
USE_GL_FUNC(wglGetPixelFormatAttribivARB)
USE_GL_FUNC(wglQueryCurrentRendererIntegerWINE)
USE_GL_FUNC(wglQueryCurrentRendererStringWINE)
USE_GL_FUNC(wglQueryRendererIntegerWINE)
USE_GL_FUNC(wglQueryRendererStringWINE)
USE_GL_FUNC(wglSetPixelFormatWINE)
USE_GL_FUNC(wglSwapIntervalEXT)
/* Newer core functions */
USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */
USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */
USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */
USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */
USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */
USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */
USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */
USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */
USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */
USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */
USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */
USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */
USE_GL_FUNC(glDebugMessageCallback) /* OpenGL 4.3 */
USE_GL_FUNC(glDebugMessageControl) /* OpenGL 4.3 */
USE_GL_FUNC(glDebugMessageInsert) /* OpenGL 4.3 */
USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */
USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */
USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */
USE_GL_FUNC(glDeleteVertexArrays) /* OpenGL 3.0 */
USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */
USE_GL_FUNC(glDisablei) /* OpenGL 3.0 */
USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */
USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */
USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */
USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */
USE_GL_FUNC(glEnablei) /* OpenGL 3.0 */
USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */
USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */
USE_GL_FUNC(glEndTransformFeedback) /* OpenGL 3.0 */
USE_GL_FUNC(glFramebufferTexture) /* OpenGL 3.2 */
USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */
USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */
USE_GL_FUNC(glGenVertexArrays) /* OpenGL 3.0 */
USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */
USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */
USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glGetBooleani_v) /* OpenGL 3.0 */
USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */
USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */
USE_GL_FUNC(glGetDebugMessageLog) /* OpenGL 4.3 */
USE_GL_FUNC(glGetIntegeri_v) /* OpenGL 3.0 */
USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */
USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */
USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */
USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */
USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */
USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */
USE_GL_FUNC(glGetTextureLevelParameteriv) /* OpenGL 4.5 */
USE_GL_FUNC(glGetTextureParameteriv) /* OpenGL 4.5 */
USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glIsEnabledi) /* OpenGL 3.0 */
USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glTexBuffer) /* OpenGL 3.1 */
USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */
USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */
USE_GL_FUNC(glTransformFeedbackVaryings) /* OpenGL 3.0 */
USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nub) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
#undef USE_GL_FUNC
#ifndef USE_WIN32_OPENGL
/* hack: use the functions directly from the TEB table to bypass the thunks */
/* note that we still need the above wglGetProcAddress calls to initialize the table */
gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
#endif
#define MAP_GL_FUNCTION(core_func, ext_func) \
do \
{ \
if (!gl_info->gl_ops.ext.p_##core_func) \
gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
} while (0)
#define MAP_GL_FUNCTION_CAST(core_func, ext_func) \
do \
{ \
if (!gl_info->gl_ops.ext.p_##core_func) \
gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \
} while (0)
MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB);
MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
MAP_GL_FUNCTION(glBufferData, glBufferDataARB);
MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB);
MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT);
MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB);
MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB);
MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB);
MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB);
MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB);
MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB);
MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB);
MAP_GL_FUNCTION(glDebugMessageCallback, glDebugMessageCallbackARB);
MAP_GL_FUNCTION(glDebugMessageControl, glDebugMessageControlARB);
MAP_GL_FUNCTION(glDebugMessageInsert, glDebugMessageInsertARB);
MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB);
MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB);
MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB);
MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB);
MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB);
MAP_GL_FUNCTION(glDisablei, glDisableIndexedEXT);
MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB);
MAP_GL_FUNCTION(glDrawArraysInstanced, glDrawArraysInstancedARB);
MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB);
MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB);
MAP_GL_FUNCTION(glEnablei, glEnableIndexedEXT);
MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB);
MAP_GL_FUNCTION(glEndQuery, glEndQueryARB);
MAP_GL_FUNCTION(glFramebufferTexture, glFramebufferTextureARB);
MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB);
MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB);
MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB);
MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB);
MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB);
MAP_GL_FUNCTION(glGetBooleani_v, glGetBooleanIndexedvEXT);
MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB);
MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB);
MAP_GL_FUNCTION(glGetDebugMessageLog, glGetDebugMessageLogARB);
MAP_GL_FUNCTION(glGetIntegeri_v, glGetIntegerIndexedvEXT);
MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB);
MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB);
MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB);
MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB);
MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB);
MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB);
MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB);
MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB);
MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB);
MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB);
MAP_GL_FUNCTION(glIsEnabledi, glIsEnabledIndexedEXT);
MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
MAP_GL_FUNCTION(glTexBuffer, glTexBufferARB);
MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB);
MAP_GL_FUNCTION(glUniform2f, glUniform2fARB);
MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB);
MAP_GL_FUNCTION(glUniform2i, glUniform2iARB);
MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB);
MAP_GL_FUNCTION(glUniform3f, glUniform3fARB);
MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB);
MAP_GL_FUNCTION(glUniform3i, glUniform3iARB);
MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB);
MAP_GL_FUNCTION(glUniform4f, glUniform4fARB);
MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB);
MAP_GL_FUNCTION(glUniform4i, glUniform4iARB);
MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB);
MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB);
MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB);
MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB);
MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB);
MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB);
MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB);
MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB);
MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB);
MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB);
MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB);
MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB);
MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB);
MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB);
MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB);
MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB);
MAP_GL_FUNCTION(glVertexAttrib4Nub, glVertexAttrib4NubARB);
MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB);
MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB);
MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
#undef MAP_GL_FUNCTION
#undef MAP_GL_FUNCTION_CAST
}
static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
{
unsigned int i, sampler_count;
GLfloat gl_floatv[2];
GLint gl_max;
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
gl_info->limits.textures = 0;
gl_info->limits.texture_coords = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.samplers[i] = 0;
}
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1;
gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
gl_info->limits.vertex_attribs = 16;
gl_info->limits.texture_buffer_offset_alignment = 1;
gl_info->limits.glsl_vs_float_constants = 0;
gl_info->limits.glsl_ps_float_constants = 0;
gl_info->limits.arb_vs_float_constants = 0;
gl_info->limits.arb_vs_native_constants = 0;
gl_info->limits.arb_vs_instructions = 0;
gl_info->limits.arb_vs_temps = 0;
gl_info->limits.arb_ps_float_constants = 0;
gl_info->limits.arb_ps_local_constants = 0;
gl_info->limits.arb_ps_instructions = 0;
gl_info->limits.arb_ps_temps = 0;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_DISTANCES, &gl_max);
gl_info->limits.user_clip_distances = min(MAX_CLIP_DISTANCES, gl_max);
TRACE("Clip plane support - max planes %d.\n", gl_max);
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
gl_info->limits.lights = gl_max;
TRACE("Light support - max lights %d.\n", gl_max);
}
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
gl_info->limits.texture_size = gl_max;
TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
gl_info->gl_ops.gl.p_glGetFloatv(gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
? GL_ALIASED_POINT_SIZE_RANGE : GL_POINT_SIZE_RANGE, gl_floatv);
gl_info->limits.pointsize_min = gl_floatv[0];
gl_info->limits.pointsize_max = gl_floatv[1];
TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
TRACE("Minimum buffer map alignment: %d.\n", gl_max);
}
else
{
WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
}
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
gl_info->limits.general_combiners = gl_max;
TRACE("Max general combiners: %d.\n", gl_max);
}
if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
gl_info->limits.buffers = min(MAX_RENDER_TARGET_VIEWS, gl_max);
TRACE("Max draw buffers: %u.\n", gl_max);
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
}
else
{
gl_info->limits.texture_coords = gl_info->limits.textures;
}
TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max;
}
else
{
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures;
}
TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]);
if (gl_info->supported[ARB_VERTEX_SHADER])
{
unsigned int vertex_sampler_count;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
gl_info->limits.combined_samplers = gl_max;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
gl_info->limits.vertex_attribs = gl_max;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
* an issue because then the sampler setup only depends on the two shaders. If a pixel
* shader is used with fixed function vertex processing we're fine too because fixed function
* vertex processing doesn't use any samplers. If fixed function fragment processing is
* used we have to make sure that all vertex sampler setups are valid together with all
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
* a fixed function pipeline anymore.
*
* So this is just a check to check that our assumption holds true. If not, write a warning
* and reduce the number of vertex samplers or probably disable vertex texture fetch. */
if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
&& MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
{
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
vertex_sampler_count, gl_info->limits.combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
if (gl_info->limits.combined_samplers > MAX_TEXTURES)
vertex_sampler_count = gl_info->limits.combined_samplers - MAX_TEXTURES;
else
vertex_sampler_count = 0;
gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
}
}
else
{
gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
}
TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]);
TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
}
else
{
gl_info->limits.textures = 1;
gl_info->limits.texture_coords = 1;
}
if (gl_info->supported[ARB_VERTEX_BLEND])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
gl_info->limits.blends = gl_max;
TRACE("Max blends: %u.\n", gl_info->limits.blends);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
gl_info->limits.texture3d_size = gl_max;
TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
}
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &gl_max);
gl_info->limits.anisotropy = gl_max;
TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_float_constants = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_native_constants = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_ps_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_ps_temps = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_ps_instructions = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_local_constants = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
}
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_float_constants = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_native_constants = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_vs_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_vs_temps = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_vs_instructions = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
}
if (gl_info->supported[ARB_VERTEX_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_vs_float_constants = gl_max / 4;
TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max vertex uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
}
}
if (gl_info->supported[ARB_TESSELLATION_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max hull uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max;
TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max domain uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max;
TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]);
}
if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max geometry uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max;
TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_ps_float_constants = gl_max / 4;
TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
gl_info->limits.glsl_varyings = gl_max;
TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max fragment uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
}
}
if (gl_info->supported[ARB_COMPUTE_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max compute uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max;
TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]);
}
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
TRACE("Max combined uniform blocks: %d.\n", gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
TRACE("Max uniform buffer bindings: %d.\n", gl_max);
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &gl_max);
gl_info->limits.texture_buffer_offset_alignment = gl_max;
TRACE("Minimum required texture buffer offset alignment %d.\n", gl_max);
}
if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
{
GLint max_fragment_buffers, max_combined_buffers, max_bindings;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, &max_fragment_buffers);
TRACE("Max fragment atomic counter buffers: %d.\n", max_fragment_buffers);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, &max_combined_buffers);
TRACE("Max combined atomic counter buffers: %d.\n", max_combined_buffers);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &max_bindings);
TRACE("Max atomic counter buffer bindings: %d.\n", max_bindings);
if (max_fragment_buffers < MAX_UNORDERED_ACCESS_VIEWS
|| max_combined_buffers < MAX_UNORDERED_ACCESS_VIEWS
|| max_bindings < MAX_UNORDERED_ACCESS_VIEWS)
{
WARN("Disabling ARB_shader_atomic_counters.\n");
gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] = FALSE;
}
}
if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_STREAMS, &gl_max);
TRACE("Max vertex streams: %d.\n", gl_max);
}
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
else
gl_info->limits.shininess = 128.0f;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
gl_info->limits.samples = gl_max;
}
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
sampler_count = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
sampler_count += gl_info->limits.samplers[i];
if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
{
/* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
* 3.2 is 48 (16 per stage). When tessellation shaders are supported
* the minimum value is increased to 80. */
WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n",
sampler_count, gl_info->limits.combined_samplers);
for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16);
}
/* A majority of OpenGL implementations allow us to statically partition
* the set of texture bindings into six separate sets. */
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
sampler_count = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
sampler_count += gl_info->limits.samplers[i];
if (gl_info->limits.combined_samplers >= sampler_count)
gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
}
/* Context activation is done by the caller. */
static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
struct wined3d_caps_gl_ctx *caps_gl_ctx, DWORD wined3d_creation_flags)
{
static const struct
{
enum wined3d_gl_extension extension;
DWORD min_gl_version;
}
core_extensions[] =
{
{EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2)},
{ARB_MULTISAMPLE, MAKEDWORD_VERSION(1, 3)},
{ARB_MULTITEXTURE, MAKEDWORD_VERSION(1, 3)},
{ARB_TEXTURE_BORDER_CLAMP, MAKEDWORD_VERSION(1, 3)},
{ARB_TEXTURE_COMPRESSION, MAKEDWORD_VERSION(1, 3)},
{ARB_TEXTURE_CUBE_MAP, MAKEDWORD_VERSION(1, 3)},
{ARB_DEPTH_TEXTURE, MAKEDWORD_VERSION(1, 4)},
{ARB_POINT_PARAMETERS, MAKEDWORD_VERSION(1, 4)},
{ARB_SHADOW, MAKEDWORD_VERSION(1, 4)},
{ARB_TEXTURE_MIRRORED_REPEAT, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_COLOR, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_FUNC_SEPARATE, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_MINMAX, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_SUBTRACT, MAKEDWORD_VERSION(1, 4)},
{EXT_STENCIL_WRAP, MAKEDWORD_VERSION(1, 4)},
{NV_POINT_SPRITE, MAKEDWORD_VERSION(1, 4)},
{ARB_OCCLUSION_QUERY, MAKEDWORD_VERSION(1, 5)},
{ARB_VERTEX_BUFFER_OBJECT, MAKEDWORD_VERSION(1, 5)},
{ARB_DRAW_BUFFERS, MAKEDWORD_VERSION(2, 0)},
{ARB_FRAGMENT_SHADER, MAKEDWORD_VERSION(2, 0)},
{ARB_SHADING_LANGUAGE_100, MAKEDWORD_VERSION(2, 0)},
{ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0)},
{ARB_VERTEX_SHADER, MAKEDWORD_VERSION(2, 0)},
{EXT_BLEND_EQUATION_SEPARATE, MAKEDWORD_VERSION(2, 0)},
{ARB_PIXEL_BUFFER_OBJECT, MAKEDWORD_VERSION(2, 1)},
{EXT_TEXTURE_SRGB, MAKEDWORD_VERSION(2, 1)},
{ARB_COLOR_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
{ARB_DEPTH_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
{ARB_FRAMEBUFFER_OBJECT, MAKEDWORD_VERSION(3, 0)},
{ARB_FRAMEBUFFER_SRGB, MAKEDWORD_VERSION(3, 0)},
{ARB_HALF_FLOAT_PIXEL, MAKEDWORD_VERSION(3, 0)},
{ARB_HALF_FLOAT_VERTEX, MAKEDWORD_VERSION(3, 0)},
{ARB_MAP_BUFFER_RANGE, MAKEDWORD_VERSION(3, 0)},
{ARB_TEXTURE_COMPRESSION_RGTC, MAKEDWORD_VERSION(3, 0)},
{ARB_TEXTURE_FLOAT, MAKEDWORD_VERSION(3, 0)},
{ARB_TEXTURE_RG, MAKEDWORD_VERSION(3, 0)},
{EXT_DRAW_BUFFERS2, MAKEDWORD_VERSION(3, 0)},
{EXT_PACKED_FLOAT, MAKEDWORD_VERSION(3, 0)},
{EXT_TEXTURE_ARRAY, MAKEDWORD_VERSION(3, 0)},
{EXT_TEXTURE_INTEGER, MAKEDWORD_VERSION(3, 0)},
{EXT_TEXTURE_SHARED_EXPONENT, MAKEDWORD_VERSION(3, 0)},
/* We don't want to enable EXT_GPU_SHADER4: even though similar
* functionality is available in core GL 3.0 / GLSL 1.30, it's different
* enough that reusing the same flag for the new features hurts more
* than it helps. */
/* EXT_framebuffer_object, EXT_framebuffer_blit,
* EXT_framebuffer_multisample and EXT_packed_depth_stencil
* are integrated into ARB_framebuffer_object. */
{ARB_COPY_BUFFER, MAKEDWORD_VERSION(3, 1)},
{ARB_DRAW_INSTANCED, MAKEDWORD_VERSION(3, 1)},
{ARB_TEXTURE_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
{ARB_UNIFORM_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
{EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
/* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
{ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
/* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
* core geometry shaders so it's not really correct to expose the
* extension for core-only support. */
{ARB_FRAGMENT_COORD_CONVENTIONS, MAKEDWORD_VERSION(3, 2)},
{ARB_PROVOKING_VERTEX, MAKEDWORD_VERSION(3, 2)},
{ARB_SEAMLESS_CUBE_MAP, MAKEDWORD_VERSION(3, 2)},
{ARB_SYNC, MAKEDWORD_VERSION(3, 2)},
{ARB_TEXTURE_MULTISAMPLE, MAKEDWORD_VERSION(3, 2)},
{ARB_VERTEX_ARRAY_BGRA, MAKEDWORD_VERSION(3, 2)},
{ARB_BLEND_FUNC_EXTENDED, MAKEDWORD_VERSION(3, 3)},
{ARB_EXPLICIT_ATTRIB_LOCATION, MAKEDWORD_VERSION(3, 3)},
{ARB_INSTANCED_ARRAYS, MAKEDWORD_VERSION(3, 3)},
{ARB_SAMPLER_OBJECTS, MAKEDWORD_VERSION(3, 3)},
{ARB_SHADER_BIT_ENCODING, MAKEDWORD_VERSION(3, 3)},
{ARB_TEXTURE_RGB10_A2UI, MAKEDWORD_VERSION(3, 3)},
{ARB_TEXTURE_SWIZZLE, MAKEDWORD_VERSION(3, 3)},
{ARB_TIMER_QUERY, MAKEDWORD_VERSION(3, 3)},
{ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)},
{ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)},
{ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
{ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
{ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
{ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
{ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)},
{ARB_TRANSFORM_FEEDBACK3, MAKEDWORD_VERSION(4, 0)},
{ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)},
{ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)},
{ARB_BASE_INSTANCE, MAKEDWORD_VERSION(4, 2)},
{ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)},
{ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)},
{ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADER_IMAGE_LOAD_STORE, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADING_LANGUAGE_420PACK, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADING_LANGUAGE_PACKING, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_COMPRESSION_BPTC, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_STORAGE, MAKEDWORD_VERSION(4, 2)},
{ARB_CLEAR_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
{ARB_COMPUTE_SHADER, MAKEDWORD_VERSION(4, 3)},
{ARB_COPY_IMAGE, MAKEDWORD_VERSION(4, 3)},
{ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)},
{ARB_ES3_COMPATIBILITY, MAKEDWORD_VERSION(4, 3)},
{ARB_FRAGMENT_LAYER_VIEWPORT, MAKEDWORD_VERSION(4, 3)},
{ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)},
{ARB_SHADER_IMAGE_SIZE, MAKEDWORD_VERSION(4, 3)},
{ARB_SHADER_STORAGE_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
{ARB_STENCIL_TEXTURING, MAKEDWORD_VERSION(4, 3)},
{ARB_TEXTURE_BUFFER_RANGE, MAKEDWORD_VERSION(4, 3)},
{ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)},
{ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
{ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
{ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
{ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
{ARB_DERIVATIVE_CONTROL, MAKEDWORD_VERSION(4, 5)},
{ARB_PIPELINE_STATISTICS_QUERY, MAKEDWORD_VERSION(4, 6)},
{ARB_TEXTURE_FILTER_ANISOTROPIC, MAKEDWORD_VERSION(4, 6)},
};
struct wined3d_driver_info *driver_info = &adapter->driver_info;
const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
struct wined3d_gl_info *gl_info = &adapter->gl_info;
const struct gpu_description *gpu_description;
struct wined3d_vertex_caps vertex_caps;
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
const char *WGL_Extensions = NULL;
enum wined3d_gl_vendor gl_vendor;
DWORD gl_version, gl_ext_emul_mask;
UINT64 vram_bytes = 0;
HDC hdc;
unsigned int i, j;
GLint context_profile = 0;
TRACE("adapter %p.\n", adapter);
gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
if (!gl_renderer_str)
{
ERR("Received a NULL GL_RENDERER.\n");
return FALSE;
}
gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
if (!gl_vendor_str)
{
ERR("Received a NULL GL_VENDOR.\n");
return FALSE;
}
/* Parse the GL_VERSION field into major and minor information */
gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
if (!gl_version_str)
{
ERR("Received a NULL GL_VERSION.\n");
return FALSE;
}
gl_version = wined3d_parse_gl_version(gl_version_str);
load_gl_funcs(gl_info);
memset(gl_info->supported, 0, sizeof(gl_info->supported));
gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
if (gl_version >= MAKEDWORD_VERSION(3, 2))
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile);
checkGLcall("Querying context profile");
}
if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT)
TRACE("Got a core profile context.\n");
else
gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE;
TRACE("GL extensions reported:\n");
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
if (!gl_extensions)
{
ERR("Received a NULL GL_EXTENSIONS.\n");
return FALSE;
}
parse_extension_string(gl_info, gl_extensions, gl_extension_map, ARRAY_SIZE(gl_extension_map));
}
else
{
enumerate_gl_extensions(gl_info, gl_extension_map, ARRAY_SIZE(gl_extension_map));
}
hdc = wglGetCurrentDC();
/* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
if (GL_EXTCALL(wglGetExtensionsStringARB))
WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
if (!WGL_Extensions)
WARN("WGL extensions not supported.\n");
else
parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, ARRAY_SIZE(wgl_extension_map));
for (i = 0; i < ARRAY_SIZE(core_extensions); ++i)
{
if (!gl_info->supported[core_extensions[i].extension]
&& gl_version >= core_extensions[i].min_gl_version)
{
for (j = 0; j < ARRAY_SIZE(gl_extension_map); ++j)
if (gl_extension_map[j].extension == core_extensions[i].extension)
break;
if (j < ARRAY_SIZE(gl_extension_map))
{
TRACE("GL CORE: %s support.\n", gl_extension_map[j].extension_string);
gl_info->supported[core_extensions[i].extension] = TRUE;
}
else
{
FIXME("GL extension %u not in the GL extensions map.\n", core_extensions[i].extension);
}
}
}
if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT])
gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE;
if (gl_version >= MAKEDWORD_VERSION(2, 0))
gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
if (gl_version >= MAKEDWORD_VERSION(3, 2))
gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE;
/* All the points are actually point sprites in core contexts, the APIs from
* ARB_point_sprite are not supported anymore. */
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
gl_info->supported[ARB_POINT_SPRITE] = FALSE;
if (gl_info->supported[APPLE_FENCE])
{
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
* The apple extension interacts with some other apple exts. Disable the NV
* extension if the apple one is support to prevent confusion in other parts
* of the code. */
gl_info->supported[NV_FENCE] = FALSE;
}
if (gl_info->supported[APPLE_FLOAT_PIXELS])
{
/* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
*
* The enums are the same:
* GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
* GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
* GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
* GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
* GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
*/
if (!gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
}
if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
}
}
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
/* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
* functionality. Prefer the ARB extension */
gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
}
if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
{
TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
}
if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
{
TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n");
gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE;
}
if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
}
if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG])
{
TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n");
gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE;
}
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
/* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
* are supported. The nv extensions provide the same functionality as the
* ATI one, and a bit more(signed pixelformats). */
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
}
}
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
/* If we have full NP2 texture support, disable
* GL_ARB_texture_rectangle because we will never use it.
* This saves a few redundant glDisable calls. */
gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
}
if (gl_info->supported[ATI_FRAGMENT_SHADER])
{
/* Disable NV_register_combiners and fragment shader if this is supported.
* generally the NV extensions are preferred over the ATI ones, and this
* extension is disabled if register_combiners and texture_shader2 are both
* supported. So we reach this place only if we have incomplete NV dxlevel 8
* fragment processing support. */
gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
}
if (gl_info->supported[NV_HALF_FLOAT])
{
/* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
}
if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
{
/* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
* for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
* we never render to sRGB surfaces). */
TRACE("EXT_texture_sRGB_decode is not supported, disabling ARB_framebuffer_sRGB.\n");
gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
}
if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
GLint counter_bits;
GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Occlusion query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
}
if (gl_info->supported[ARB_TIMER_QUERY])
{
GLint counter_bits;
GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Timestamp query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[ARB_TIMER_QUERY] = FALSE;
}
if (gl_version >= MAKEDWORD_VERSION(3, 0))
{
GLint counter_bits;
gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = TRUE;
GL_EXTCALL(glGetQueryiv(GL_PRIMITIVES_GENERATED, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Primitives query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
GL_EXTCALL(glGetQueryiv(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Transform feedback primitives query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
}
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
{
GLint subpixel_bits;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixel_bits);
TRACE("Viewport supports %d subpixel bits.\n", subpixel_bits);
if (subpixel_bits < 8 && gl_info->supported[ARB_CLIP_CONTROL])
{
TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
}
if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY])
{
/* When using ARB_clip_control we need the float viewport parameters
* introduced by ARB_viewport_array to take care of the shifted pixel
* coordinates. */
TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE])
{
/* The stencil value needs to be placed in the green channel. */
TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n");
gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE;
}
if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
{
TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
}
if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
{
TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
}
if (gl_info->supported[ARB_TEXTURE_STORAGE] && gl_info->supported[APPLE_YCBCR_422])
{
/* AFAIK APPLE_ycbcr_422 is only available in legacy contexts so we shouldn't ever hit this. */
ERR("Disabling APPLE_ycbcr_422 because of ARB_texture_storage.\n");
gl_info->supported[APPLE_YCBCR_422] = FALSE;
}
if (gl_info->supported[ARB_DRAW_INDIRECT] && !gl_info->supported[ARB_BASE_INSTANCE])
{
/* If ARB_base_instance is not supported the baseInstance field
* in indirect draw parameters must be 0 or behavior is undefined.
*/
WARN("Disabling ARB_draw_indirect because ARB_base_instance is not supported.\n");
gl_info->supported[ARB_DRAW_INDIRECT] = FALSE;
}
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !wined3d_settings.multisample_textures)
gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !gl_info->supported[ARB_TEXTURE_STORAGE_MULTISAMPLE])
{
WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n");
gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
}
wined3d_adapter_init_limits(gl_info);
if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
{
const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
unsigned int major, minor;
TRACE("GLSL version string: %s.\n", debugstr_a(str));
/* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
sscanf(str, "%u.%u", &major, &minor);
gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
gl_info->supported[WINED3D_GLSL_130] = TRUE;
}
checkGLcall("extension detection");
adapter->shader_backend = select_shader_backend(gl_info);
adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
adapter->d3d_info.limits.hs_version = shader_caps.hs_version;
adapter->d3d_info.limits.ds_version = shader_caps.ds_version;
adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
adapter->d3d_info.limits.cs_version = shader_caps.cs_version;
adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
adapter->d3d_info.limits.varying_count = shader_caps.varying_count;
adapter->d3d_info.shader_double_precision = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION;
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
adapter->d3d_info.ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
adapter->d3d_info.limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
adapter->d3d_info.limits.active_light_count = vertex_caps.max_active_lights;
adapter->d3d_info.emulated_flatshading = vertex_caps.emulated_flatshading;
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
adapter->d3d_info.shader_color_key = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY;
adapter->d3d_info.wined3d_creation_flags = wined3d_creation_flags;
TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
adapter->d3d_info.valid_rt_mask = 0;
for (i = 0; i < gl_info->limits.buffers; ++i)
adapter->d3d_info.valid_rt_mask |= (1u << i);
if (!adapter->d3d_info.shader_color_key)
{
/* We do not want to deal with re-creating immutable texture storage for color keying emulation. */
WARN("Disabling ARB_texture_storage because fragment pipe doesn't support color keying.\n");
gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE;
}
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
{
gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
= gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTexture;
}
else
{
if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
{
gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
= gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
{
gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTextureARB;
gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB;
}
if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
{
gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
}
if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
{
gl_info->fbo_ops.glRenderbufferStorageMultisample
= gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
}
}
gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
GLuint vao;
GL_EXTCALL(glGenVertexArrays(1, &vao));
GL_EXTCALL(glBindVertexArray(vao));
checkGLcall("creating VAO");
}
gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str, gl_version_str);
TRACE("Guessed GL vendor %#x.\n", gl_vendor);
if (!(gpu_description = query_gpu_description(gl_info, &vram_bytes)))
{
enum wined3d_pci_vendor vendor;
enum wined3d_pci_device device;
vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
TRACE("Guessed vendor PCI ID 0x%04x.\n", vendor);
device = wined3d_guess_card(&shader_caps, &fragment_caps, gl_info->glsl_version,
gl_renderer_str, &gl_vendor, &vendor);
TRACE("Guessed device PCI ID 0x%04x.\n", device);
if (!(gpu_description = get_gpu_description(vendor, device)))
{
ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
return FALSE;
}
}
fixup_extensions(gl_info, caps_gl_ctx, gl_renderer_str, gl_vendor,
gpu_description->vendor, gpu_description->card);
init_driver_info(driver_info, gpu_description, vram_bytes);
gl_ext_emul_mask = adapter->vertex_pipe->vp_get_emul_mask(gl_info)
| adapter->fragment_pipe->get_emul_mask(gl_info);
if (gl_ext_emul_mask & GL_EXT_EMUL_ARB_MULTITEXTURE)
install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE);
if (gl_ext_emul_mask & GL_EXT_EMUL_EXT_FOG_COORD)
install_gl_compat_wrapper(gl_info, EXT_FOG_COORD);
return TRUE;
}
UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
{
TRACE("wined3d %p, reporting %u adapters.\n",
wined3d, wined3d->adapter_count);
return wined3d->adapter_count;
}
HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
{
FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_output_desc(const struct wined3d *wined3d, unsigned int adapter_idx,
struct wined3d_output_desc *desc)
{
enum wined3d_display_rotation rotation;
const struct wined3d_adapter *adapter;
struct wined3d_display_mode mode;
HMONITOR monitor;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, desc %p.\n", wined3d, adapter_idx, desc);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
if (!(monitor = MonitorFromPoint(adapter->monitor_position, MONITOR_DEFAULTTOPRIMARY)))
return WINED3DERR_INVALIDCALL;
if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, &rotation)))
return hr;
memcpy(desc->device_name, adapter->DeviceName, sizeof(desc->device_name));
SetRect(&desc->desktop_rect, 0, 0, mode.width, mode.height);
OffsetRect(&desc->desktop_rect, adapter->monitor_position.x, adapter->monitor_position.y);
/* FIXME: We should get this from EnumDisplayDevices() when the adapters
* are created. */
desc->attached_to_desktop = TRUE;
desc->rotation = rotation;
desc->monitor = monitor;
return WINED3D_OK;
}
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
of the same bpp but different resolutions */
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
unsigned int i = 0;
unsigned int j = 0;
UINT format_bits;
DEVMODEW mode;
TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
if (adapter_idx >= wined3d->adapter_count)
return 0;
adapter = &wined3d->adapters[adapter_idx];
format = wined3d_get_format(&adapter->gl_info, format_id, WINED3DUSAGE_RENDERTARGET);
format_bits = format->byte_count * CHAR_BIT;
memset(&mode, 0, sizeof(mode));
mode.dmSize = sizeof(mode);
while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
{
if (mode.dmFields & DM_DISPLAYFLAGS)
{
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
&& (mode.u2.dmDisplayFlags & DM_INTERLACED))
continue;
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
&& !(mode.u2.dmDisplayFlags & DM_INTERLACED))
continue;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for d3d8, do not enumerate P8 here. */
if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
}
else if (mode.dmBitsPerPel == format_bits)
{
++i;
}
}
TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
return i;
}
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
UINT mode_idx, struct wined3d_display_mode *mode)
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
UINT format_bits;
DEVMODEW m;
UINT i = 0;
int j = 0;
TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
format = wined3d_get_format(&adapter->gl_info, format_id, WINED3DUSAGE_RENDERTARGET);
format_bits = format->byte_count * CHAR_BIT;
memset(&m, 0, sizeof(m));
m.dmSize = sizeof(m);
while (i <= mode_idx)
{
if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
{
WARN("Invalid mode_idx %u.\n", mode_idx);
return WINED3DERR_INVALIDCALL;
}
if (m.dmFields & DM_DISPLAYFLAGS)
{
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
&& (m.u2.dmDisplayFlags & DM_INTERLACED))
continue;
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
&& !(m.u2.dmDisplayFlags & DM_INTERLACED))
continue;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for d3d8, do not enumerate P8 here. */
if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
}
else if (m.dmBitsPerPel == format_bits)
{
++i;
}
}
mode->width = m.dmPelsWidth;
mode->height = m.dmPelsHeight;
mode->refresh_rate = DEFAULT_REFRESH_RATE;
if (m.dmFields & DM_DISPLAYFREQUENCY)
mode->refresh_rate = m.dmDisplayFrequency;
if (format_id == WINED3DFMT_UNKNOWN)
mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
else
mode->format_id = format_id;
if (!(m.dmFields & DM_DISPLAYFLAGS))
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
else if (m.u2.dmDisplayFlags & DM_INTERLACED)
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
else
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
return WINED3D_OK;
}
HRESULT CDECL wined3d_find_closest_matching_adapter_mode(const struct wined3d *wined3d,
unsigned int adapter_idx, struct wined3d_display_mode *mode)
{
unsigned int i, j, mode_count, matching_mode_count, closest;
struct wined3d_display_mode **matching_modes;
struct wined3d_display_mode *modes;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode);
if (!(mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx,
mode->format_id, WINED3D_SCANLINE_ORDERING_UNKNOWN)))
{
WARN("Adapter has 0 matching modes.\n");
return E_FAIL;
}
if (!(modes = heap_calloc(mode_count, sizeof(*modes))))
return E_OUTOFMEMORY;
if (!(matching_modes = heap_calloc(mode_count, sizeof(*matching_modes))))
{
heap_free(modes);
return E_OUTOFMEMORY;
}
for (i = 0; i < mode_count; ++i)
{
if (FAILED(hr = wined3d_enum_adapter_modes(wined3d, adapter_idx,
mode->format_id, WINED3D_SCANLINE_ORDERING_UNKNOWN, i, &modes[i])))
{
heap_free(matching_modes);
heap_free(modes);
return hr;
}
matching_modes[i] = &modes[i];
}
matching_mode_count = mode_count;
if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
{
for (i = 0, j = 0; i < matching_mode_count; ++i)
{
if (matching_modes[i]->scanline_ordering == mode->scanline_ordering)
matching_modes[j++] = matching_modes[i];
}
if (j > 0)
matching_mode_count = j;
}
if (mode->refresh_rate)
{
for (i = 0, j = 0; i < matching_mode_count; ++i)
{
if (matching_modes[i]->refresh_rate == mode->refresh_rate)
matching_modes[j++] = matching_modes[i];
}
if (j > 0)
matching_mode_count = j;
}
if (!mode->width || !mode->height)
{
struct wined3d_display_mode current_mode;
if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx,
&current_mode, NULL)))
{
heap_free(matching_modes);
heap_free(modes);
return hr;
}
mode->width = current_mode.width;
mode->height = current_mode.height;
}
closest = ~0u;
for (i = 0, j = 0; i < matching_mode_count; ++i)
{
unsigned int d = abs(mode->width - matching_modes[i]->width)
+ abs(mode->height - matching_modes[i]->height);
if (closest > d)
{
closest = d;
j = i;
}
}
*mode = *matching_modes[j];
heap_free(matching_modes);
heap_free(modes);
TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
mode->refresh_rate, debug_d3dformat(mode->format_id),
mode->scanline_ordering);
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
const struct wined3d_adapter *adapter;
DEVMODEW m;
TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
wined3d, adapter_idx, mode, rotation);
if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
memset(&m, 0, sizeof(m));
m.dmSize = sizeof(m);
EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
mode->width = m.dmPelsWidth;
mode->height = m.dmPelsHeight;
mode->refresh_rate = DEFAULT_REFRESH_RATE;
if (m.dmFields & DM_DISPLAYFREQUENCY)
mode->refresh_rate = m.dmDisplayFrequency;
mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
/* Lie about the format. X11 can't change the color depth, and some apps
* are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
* that GetDisplayMode still returns 24 bpp. This should probably be
* handled in winex11 instead. */
if (adapter->screen_format && adapter->screen_format != mode->format_id)
{
WARN("Overriding format %s with stored format %s.\n",
debug_d3dformat(mode->format_id),
debug_d3dformat(adapter->screen_format));
mode->format_id = adapter->screen_format;
}
if (!(m.dmFields & DM_DISPLAYFLAGS))
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
else if (m.u2.dmDisplayFlags & DM_INTERLACED)
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
else
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
if (rotation)
{
switch (m.u1.s2.dmDisplayOrientation)
{
case DMDO_DEFAULT:
*rotation = WINED3D_DISPLAY_ROTATION_0;
break;
case DMDO_90:
*rotation = WINED3D_DISPLAY_ROTATION_90;
break;
case DMDO_180:
*rotation = WINED3D_DISPLAY_ROTATION_180;
break;
case DMDO_270:
*rotation = WINED3D_DISPLAY_ROTATION_270;
break;
default:
FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
*rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
break;
}
}
TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
mode->refresh_rate, debug_d3dformat(mode->format_id),
mode->scanline_ordering);
return WINED3D_OK;
}
HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
UINT adapter_idx, const struct wined3d_display_mode *mode)
{
struct wined3d_adapter *adapter;
DEVMODEW new_mode, current_mode;
RECT clip_rc;
LONG ret;
enum wined3d_format_id new_format_id;
TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
memset(&new_mode, 0, sizeof(new_mode));
new_mode.dmSize = sizeof(new_mode);
memset(&current_mode, 0, sizeof(current_mode));
current_mode.dmSize = sizeof(current_mode);
if (mode)
{
const struct wined3d_format *format;
TRACE("mode %ux%u@%u %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
debug_d3dformat(mode->format_id), mode->scanline_ordering);
format = wined3d_get_format(&adapter->gl_info, mode->format_id, WINED3DUSAGE_RENDERTARGET);
new_mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
new_mode.dmBitsPerPel = format->byte_count * CHAR_BIT;
new_mode.dmPelsWidth = mode->width;
new_mode.dmPelsHeight = mode->height;
new_mode.dmDisplayFrequency = mode->refresh_rate;
if (mode->refresh_rate)
new_mode.dmFields |= DM_DISPLAYFREQUENCY;
if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
{
new_mode.dmFields |= DM_DISPLAYFLAGS;
if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
new_mode.u2.dmDisplayFlags |= DM_INTERLACED;
}
new_format_id = mode->format_id;
}
else
{
if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_REGISTRY_SETTINGS, &new_mode))
{
ERR("Failed to read mode from registry.\n");
return WINED3DERR_NOTAVAILABLE;
}
new_format_id = pixelformat_for_depth(new_mode.dmBitsPerPel);
}
/* Only change the mode if necessary. */
if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &current_mode))
{
ERR("Failed to get current display mode.\n");
}
else if (current_mode.dmPelsWidth == new_mode.dmPelsWidth
&& current_mode.dmPelsHeight == new_mode.dmPelsHeight
&& current_mode.dmBitsPerPel == new_mode.dmBitsPerPel
&& (current_mode.dmDisplayFrequency == new_mode.dmDisplayFrequency
|| !(new_mode.dmFields & DM_DISPLAYFREQUENCY))
&& (current_mode.u2.dmDisplayFlags == new_mode.u2.dmDisplayFlags
|| !(new_mode.dmFields & DM_DISPLAYFLAGS)))
{
TRACE("Skipping redundant mode setting call.\n");
adapter->screen_format = new_format_id;
return WINED3D_OK;
}
ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
if (ret != DISP_CHANGE_SUCCESSFUL)
{
if (new_mode.dmFields & DM_DISPLAYFREQUENCY)
{
WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
new_mode.dmFields &= ~DM_DISPLAYFREQUENCY;
new_mode.dmDisplayFrequency = 0;
ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
}
if (ret != DISP_CHANGE_SUCCESSFUL)
return WINED3DERR_NOTAVAILABLE;
}
/* Store the new values. */
adapter->screen_format = new_format_id;
/* And finally clip mouse to our screen. */
SetRect(&clip_rc, 0, 0, new_mode.dmPelsWidth, new_mode.dmPelsHeight);
ClipCursor(&clip_rc);
return WINED3D_OK;
}
/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
and fields being inserted in the middle, a new structure is used in place */
HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
{
const struct wined3d_adapter *adapter;
size_t len;
TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
wined3d, adapter_idx, flags, identifier);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
if (identifier->driver_size)
{
const char *name = adapter->driver_info.name;
len = min(strlen(name), identifier->driver_size - 1);
memcpy(identifier->driver, name, len);
memset(&identifier->driver[len], 0, identifier->driver_size - len);
}
if (identifier->description_size)
{
const char *description = adapter->driver_info.description;
len = min(strlen(description), identifier->description_size - 1);
memcpy(identifier->description, description, len);
memset(&identifier->description[len], 0, identifier->description_size - len);
}
/* Note that d3d8 doesn't supply a device name. */
if (identifier->device_name_size)
{
if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
identifier->device_name_size, NULL, NULL))
{
ERR("Failed to convert device name, last error %#x.\n", GetLastError());
return WINED3DERR_INVALIDCALL;
}
}
identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
identifier->vendor_id = adapter->driver_info.vendor;
identifier->device_id = adapter->driver_info.device;
identifier->subsystem_id = 0;
identifier->revision = 0;
memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
identifier->video_memory = min(~(SIZE_T)0, adapter->vram_bytes);
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
struct wined3d_raster_status *raster_status)
{
LONGLONG freq_per_frame, freq_per_line;
LARGE_INTEGER counter, freq_per_sec;
struct wined3d_display_mode mode;
static UINT once;
if (!once++)
FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
wined3d, adapter_idx, raster_status);
else
WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
wined3d, adapter_idx, raster_status);
/* Obtaining the raster status is a widely implemented but optional
* feature. When this method returns OK StarCraft 2 expects the
* raster_status->InVBlank value to actually change over time.
* And Endless Alice Crysis doesn't care even if this method fails.
* Thus this method returns OK and fakes raster_status by
* QueryPerformanceCounter. */
if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
return WINED3DERR_INVALIDCALL;
if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
return WINED3DERR_INVALIDCALL;
if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
mode.refresh_rate = 60;
freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
/* Assume 20 scan lines in the vertical blank. */
freq_per_line = freq_per_frame / (mode.height + 20);
raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
if (raster_status->scan_line < mode.height)
raster_status->in_vblank = FALSE;
else
{
raster_status->scan_line = 0;
raster_status->in_vblank = TRUE;
}
TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
raster_status->in_vblank, raster_status->scan_line);
return WINED3D_OK;
}
static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
{
/* Float formats need FBOs. If FBOs are used this function isn't called */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
return FALSE;
/* Probably a RGBA_float or color index mode. */
if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
return FALSE;
if (cfg->redSize < format->red_size
|| cfg->greenSize < format->green_size
|| cfg->blueSize < format->blue_size
|| cfg->alphaSize < format->alpha_size)
return FALSE;
return TRUE;
}
static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
{
BOOL lockable = FALSE;
/* Float formats need FBOs. If FBOs are used this function isn't called */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
return FALSE;
if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
lockable = TRUE;
/* On some modern cards like the Geforce8/9, GLX doesn't offer some
* depth/stencil formats which D3D9 reports. We can safely report
* "compatible" formats (e.g. D24 can be used for D16) as long as we
* aren't dealing with a lockable format. This also helps D3D <= 7 as they
* expect D16 which isn't offered without this on Geforce8 cards. */
if (!(cfg->depthSize == format->depth_size || (!lockable && cfg->depthSize > format->depth_size)))
return FALSE;
/* Some cards like Intel i915 ones only offer D24S8 but lots of games also
* need a format without stencil. We can allow a mismatch if the format
* doesn't have any stencil bits. If it does have stencil bits the size
* must match, or stencil wrapping would break. */
if (format->stencil_size && cfg->stencilSize != format->stencil_size)
return FALSE;
return TRUE;
}
HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
{
const struct wined3d_format *rt_format;
const struct wined3d_format *ds_format;
const struct wined3d_adapter *adapter;
TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
"adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id, WINED3DUSAGE_RENDERTARGET);
ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id, WINED3DUSAGE_DEPTHSTENCIL);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if ((rt_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_RENDERTARGET)
&& (ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
TRACE("Formats match.\n");
return WINED3D_OK;
}
}
else
{
const struct wined3d_pixel_format *cfgs;
unsigned int cfg_count;
unsigned int i;
cfgs = adapter->cfgs;
cfg_count = adapter->cfg_count;
for (i = 0; i < cfg_count; ++i)
{
if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
&& wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
{
TRACE("Formats match.\n");
return WINED3D_OK;
}
}
}
TRACE("Unsupported format pair: %s and %s.\n",
debug_d3dformat(render_target_format_id),
debug_d3dformat(depth_stencil_format_id));
return WINED3DERR_NOTAVAILABLE;
}
HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
{
const struct wined3d_gl_info *gl_info = &wined3d->adapters[adapter_idx].gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, surface_format_id, 0);
HRESULT hr = WINED3D_OK;
TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s, "
"windowed %#x, multisample_type %#x, quality_levels %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
windowed, multisample_type, quality_levels);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
if (surface_format_id == WINED3DFMT_UNKNOWN)
return WINED3DERR_INVALIDCALL;
if (multisample_type < WINED3D_MULTISAMPLE_NONE)
return WINED3DERR_INVALIDCALL;
if (multisample_type > WINED3D_MULTISAMPLE_16_SAMPLES)
{
FIXME("multisample_type %u not handled yet.\n", multisample_type);
return WINED3DERR_NOTAVAILABLE;
}
if (multisample_type && !(format->multisample_types & 1u << (multisample_type - 1)))
hr = WINED3DERR_NOTAVAILABLE;
if (SUCCEEDED(hr) || (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE && format->multisample_types))
{
if (quality_levels)
{
if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
*quality_levels = wined3d_popcount(format->multisample_types);
else
*quality_levels = 1;
}
return WINED3D_OK;
}
TRACE("Returning not supported.\n");
return hr;
}
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *display_format, const struct wined3d_format *ds_format,
enum wined3d_gl_resource_type gl_type)
{
/* Only allow depth/stencil formats */
if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
/* Blacklist formats not supported on Windows */
switch (ds_format->id)
{
case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
case WINED3DFMT_S4X4_UINT_D24_UNORM:
TRACE("[FAILED] - not supported on windows.\n");
return FALSE;
default:
break;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
/* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
if (ds_format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
return TRUE;
}
else
{
unsigned int i;
/* Walk through all WGL pixel formats to find a match */
for (i = 0; i < adapter->cfg_count; ++i)
{
const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
&& wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
return TRUE;
}
}
return FALSE;
}
/* Check the render target capabilities of a format */
static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format, const struct wined3d_format *check_format,
enum wined3d_gl_resource_type gl_type)
{
/* Filter out non-RT formats */
if (!(check_format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
return TRUE;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
const struct wined3d_pixel_format *cfgs = adapter->cfgs;
unsigned int i;
/* In backbuffer mode the front and backbuffer share the same WGL
* pixelformat. The format must match in RGB, alpha is allowed to be
* different. (Only the backbuffer can have alpha.) */
if (adapter_format->red_size != check_format->red_size
|| adapter_format->green_size != check_format->green_size
|| adapter_format->blue_size != check_format->blue_size)
{
TRACE("[FAILED]\n");
return FALSE;
}
/* Check if there is a WGL pixel format matching the requirements, the format should also be window
* drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
for (i = 0; i < adapter->cfg_count; ++i)
{
if (cfgs[i].windowDrawable
&& wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
{
TRACE("Pixel format %d is compatible with format %s.\n",
cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
return TRUE;
}
}
}
return FALSE;
}
static BOOL wined3d_check_surface_capability(const struct wined3d_format *format, BOOL no3d)
{
if (no3d)
{
switch (format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
TRACE("[FAILED] - Not enumerated on Windows.\n");
return FALSE;
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
case WINED3DFMT_P8_UINT:
TRACE("[OK]\n");
return TRUE;
default:
TRACE("[FAILED] - Not available on GDI surfaces.\n");
return FALSE;
}
}
if (format->glInternal)
{
TRACE("[OK]\n");
return TRUE;
}
if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_EXTENSION | WINED3DFMT_FLAG_TEXTURE))
== (WINED3DFMT_FLAG_EXTENSION | WINED3DFMT_FLAG_TEXTURE))
{
TRACE("[OK]\n");
return TRUE;
}
/* Reject other formats */
TRACE("[FAILED]\n");
return FALSE;
}
/* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we
* have to report mipmapping so we cannot reject WRAPANDMIP. Tests show that
* Windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to
* show that wrapping is supported. The lack of filtering will sort out the
* mipmapping capability anyway.
*
* For now lets report this on all formats, but in the future we may want to
* restrict it to some should applications need that. */
HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
const struct wined3d_format *adapter_format, *format;
enum wined3d_gl_resource_type gl_type, gl_type_end;
BOOL mipmap_gen_supported = TRUE;
DWORD format_flags = 0;
DWORD allowed_usage;
TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s, "
"resource_type %s, check_format %s.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
debug_d3dformat(check_format_id));
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter_format = wined3d_get_format(gl_info, adapter_format_id, WINED3DUSAGE_RENDERTARGET);
format = wined3d_get_format(gl_info, check_format_id, usage);
switch (resource_type)
{
case WINED3D_RTYPE_NONE:
allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_RENDERTARGET;
gl_type = WINED3D_GL_RES_TYPE_TEX_2D;
gl_type_end = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
if (usage & WINED3DUSAGE_RENDERTARGET)
allowed_usage |= WINED3DUSAGE_QUERY_SRGBWRITE;
if (!(usage & WINED3DUSAGE_TEXTURE))
{
if (!wined3d_check_surface_capability(format, wined3d->flags & WINED3D_NO3D))
{
TRACE("[FAILED] - Not supported for plain surfaces.\n");
return WINED3DERR_NOTAVAILABLE;
}
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_RB;
break;
}
allowed_usage |= WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_LEGACY_CUBEMAP
| WINED3DUSAGE_SOFTWAREPROCESSING
| WINED3DUSAGE_TEXTURE
| WINED3DUSAGE_QUERY_FILTER
| WINED3DUSAGE_QUERY_GENMIPMAP
| WINED3DUSAGE_QUERY_LEGACYBUMPMAP
| WINED3DUSAGE_QUERY_SRGBREAD
| WINED3DUSAGE_QUERY_SRGBWRITE
| WINED3DUSAGE_QUERY_VERTEXTEXTURE
| WINED3DUSAGE_QUERY_WRAPANDMIP;
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_2D;
if (usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
allowed_usage &= ~(WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_CUBE;
}
else if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
&& (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW)
&& !gl_info->supported[ARB_SHADOW])
{
TRACE("[FAILED] - No shadow sampler support.\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
allowed_usage = WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_SOFTWAREPROCESSING
| WINED3DUSAGE_TEXTURE
| WINED3DUSAGE_QUERY_FILTER
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
| WINED3DUSAGE_QUERY_SRGBREAD
| WINED3DUSAGE_QUERY_SRGBWRITE
| WINED3DUSAGE_QUERY_VERTEXTEXTURE
| WINED3DUSAGE_QUERY_WRAPANDMIP;
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_3D;
break;
default:
FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
return WINED3DERR_NOTAVAILABLE;
}
if ((usage & allowed_usage) != usage)
{
TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
usage, debug_d3dresourcetype(resource_type), allowed_usage);
return WINED3DERR_NOTAVAILABLE;
}
if (usage & WINED3DUSAGE_TEXTURE)
format_flags |= WINED3DFMT_FLAG_TEXTURE;
if (usage & WINED3DUSAGE_QUERY_FILTER)
format_flags |= WINED3DFMT_FLAG_FILTERING;
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
format_flags |= WINED3DFMT_FLAG_SRGB_READ;
if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
format_flags |= WINED3DFMT_FLAG_SRGB_WRITE;
if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
format_flags |= WINED3DFMT_FLAG_VTF;
if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
format_flags |= WINED3DFMT_FLAG_BUMPMAP;
if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D))
{
TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
return WINED3DERR_NOTAVAILABLE;
}
for (; gl_type <= gl_type_end; ++gl_type)
{
if ((format->flags[gl_type] & format_flags) != format_flags)
{
TRACE("Requested format flags %#x, but format %s only has %#x.\n",
format_flags, debug_d3dformat(check_format_id), format->flags[gl_type]);
return WINED3DERR_NOTAVAILABLE;
}
if ((usage & WINED3DUSAGE_RENDERTARGET)
&& !CheckRenderTargetCapability(adapter, adapter_format, format, gl_type))
{
TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
debug_d3dformat(check_format_id));
return WINED3DERR_NOTAVAILABLE;
}
/* 3D depth / stencil textures are never supported. */
if (usage == WINED3DUSAGE_DEPTHSTENCIL && gl_type == WINED3D_GL_RES_TYPE_TEX_3D)
continue;
if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
&& !CheckDepthStencilCapability(adapter, adapter_format, format, gl_type))
{
TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
debug_d3dformat(check_format_id));
return WINED3DERR_NOTAVAILABLE;
}
if (!(format->flags[gl_type] & WINED3DFMT_FLAG_GEN_MIPMAP))
mipmap_gen_supported = FALSE;
}
if ((usage & WINED3DUSAGE_QUERY_GENMIPMAP) && !mipmap_gen_supported)
{
TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
return WINED3DOK_NOMIPGEN;
}
return WINED3D_OK;
}
UINT CDECL wined3d_calculate_format_pitch(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, UINT width)
{
const struct wined3d_gl_info *gl_info;
unsigned int row_pitch, slice_pitch;
TRACE("wined3d %p, adapter_idx %u, format_id %s, width %u.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), width);
if (adapter_idx >= wined3d->adapter_count)
return ~0u;
gl_info = &wined3d->adapters[adapter_idx].gl_info;
wined3d_format_calculate_pitch(wined3d_get_format(gl_info, format_id, 0),
1, width, 1, &row_pitch, &slice_pitch);
return row_pitch;
}
HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
{
FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
debug_d3dformat(dst_format));
return WINED3D_OK;
}
HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id display_format,
enum wined3d_format_id backbuffer_format, BOOL windowed)
{
BOOL present_conversion = wined3d->flags & WINED3D_PRESENT_CONVERSION;
TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
debug_d3dformat(backbuffer_format), windowed);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
/* The task of this function is to check whether a certain display / backbuffer format
* combination is available on the given adapter. In fullscreen mode microsoft specified
* that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
* and display format should match exactly.
* In windowed mode format conversion can occur and this depends on the driver. */
/* There are only 4 display formats. */
if (!(display_format == WINED3DFMT_B5G6R5_UNORM
|| display_format == WINED3DFMT_B5G5R5X1_UNORM
|| display_format == WINED3DFMT_B8G8R8X8_UNORM
|| display_format == WINED3DFMT_B10G10R10A2_UNORM))
{
TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
if (!windowed)
{
/* If the requested display format is not available, don't continue. */
if (!wined3d_get_adapter_mode_count(wined3d, adapter_idx,
display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN))
{
TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
present_conversion = FALSE;
}
else if (display_format == WINED3DFMT_B10G10R10A2_UNORM)
{
/* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode. */
TRACE("Unsupported format combination %s / %s in windowed mode.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (present_conversion)
{
/* Use the display format as back buffer format if the latter is
* WINED3DFMT_UNKNOWN. */
if (backbuffer_format == WINED3DFMT_UNKNOWN)
backbuffer_format = display_format;
if (FAILED(wined3d_check_device_format_conversion(wined3d, adapter_idx,
device_type, backbuffer_format, display_format)))
{
TRACE("Format conversion from %s to %s not supported.\n",
debug_d3dformat(backbuffer_format), debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
}
else
{
/* When format conversion from the back buffer format to the display
* format is not allowed, only a limited number of combinations are
* valid. */
if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B5G5R5X1_UNORM
&& !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B8G8R8X8_UNORM
&& !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B10G10R10A2_UNORM
&& backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM)
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
}
/* Validate that the back buffer format is usable for render targets. */
if (FAILED(wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_TEXTURE_2D, backbuffer_format)))
{
TRACE("Format %s not allowed for render targets.\n", debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, WINED3DCAPS *caps)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_vertex_caps vertex_caps;
DWORD ckey_caps, blit_caps, fx_caps;
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
caps->AdapterOrdinal = adapter_idx;
caps->Caps = 0;
caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
WINED3DCAPS2_FULLSCREENGAMMA |
WINED3DCAPS2_DYNAMICTEXTURES;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
caps->Caps2 |= WINED3DCAPS2_CANGENMIPMAP;
caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
WINED3DCAPS3_COPY_TO_VIDMEM |
WINED3DCAPS3_COPY_TO_SYSTEMMEM;
caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
WINED3DPRESENT_INTERVAL_ONE;
caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
WINED3DCURSORCAPS_LOWRES;
caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
WINED3DDEVCAPS_PUREDEVICE |
WINED3DDEVCAPS_HWRASTERIZATION |
WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
WINED3DPMISCCAPS_CULLCCW |
WINED3DPMISCCAPS_CULLCW |
WINED3DPMISCCAPS_COLORWRITEENABLE |
WINED3DPMISCCAPS_CLIPTLVERTS |
WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
WINED3DPMISCCAPS_MASKZ |
WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
/* TODO:
WINED3DPMISCCAPS_NULLREFERENCE
WINED3DPMISCCAPS_FOGANDSPECULARALPHA
WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
if (gl_info->supported[WINED3D_GL_BLEND_EQUATION])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP;
if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
if (gl_info->supported[EXT_DRAW_BUFFERS2])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
WINED3DPRASTERCAPS_PAT |
WINED3DPRASTERCAPS_WFOG |
WINED3DPRASTERCAPS_ZFOG |
WINED3DPRASTERCAPS_FOGVERTEX |
WINED3DPRASTERCAPS_FOGTABLE |
WINED3DPRASTERCAPS_STIPPLE |
WINED3DPRASTERCAPS_SUBPIXEL |
WINED3DPRASTERCAPS_ZTEST |
WINED3DPRASTERCAPS_SCISSORTEST |
WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
WINED3DPRASTERCAPS_DEPTHBIAS;
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
WINED3DPRASTERCAPS_ZBIAS |
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
}
caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_LESS |
WINED3DPCMPCAPS_LESSEQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
/* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA
* are legacy settings for srcblend only. */
caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
WINED3DPBLENDCAPS_BOTHSRCALPHA |
WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
WINED3DPBLENDCAPS_INVSRCALPHA |
WINED3DPBLENDCAPS_INVSRCCOLOR |
WINED3DPBLENDCAPS_ONE |
WINED3DPBLENDCAPS_SRCALPHA |
WINED3DPBLENDCAPS_SRCALPHASAT |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
WINED3DPBLENDCAPS_INVSRCALPHA |
WINED3DPBLENDCAPS_INVSRCCOLOR |
WINED3DPBLENDCAPS_ONE |
WINED3DPBLENDCAPS_SRCALPHA |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
if (gl_info->supported[EXT_BLEND_COLOR])
{
caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
}
caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_LESS |
WINED3DPCMPCAPS_LESSEQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
WINED3DPSHADECAPS_COLORGOURAUDRGB |
WINED3DPSHADECAPS_ALPHAFLATBLEND |
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
WINED3DPSHADECAPS_COLORFLATRGB |
WINED3DPSHADECAPS_FOGFLAT |
WINED3DPSHADECAPS_FOGGOURAUD |
WINED3DPSHADECAPS_SPECULARFLATRGB;
caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
WINED3DPTEXTURECAPS_ALPHAPALETTE |
WINED3DPTEXTURECAPS_TRANSPARENCY |
WINED3DPTEXTURECAPS_BORDER |
WINED3DPTEXTURECAPS_MIPMAP |
WINED3DPTEXTURECAPS_PROJECTED |
WINED3DPTEXTURECAPS_PERSPECTIVE;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2;
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] || gl_info->supported[ARB_TEXTURE_RECTANGLE])
caps->TextureCaps |= WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
WINED3DPTEXTURECAPS_MIPCUBEMAP;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
}
}
caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
}
else
{
caps->CubeTextureFilterCaps = 0;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
}
else
{
caps->VolumeTextureFilterCaps = 0;
}
caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
}
else
{
caps->VolumeTextureAddressCaps = 0;
}
caps->LineCaps = WINED3DLINECAPS_TEXTURE |
WINED3DLINECAPS_ZTEST |
WINED3DLINECAPS_BLEND |
WINED3DLINECAPS_ALPHACMP |
WINED3DLINECAPS_FOG;
/* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
* idea how generating the smoothing alpha values works; the result is different
*/
caps->MaxTextureWidth = gl_info->limits.texture_size;
caps->MaxTextureHeight = gl_info->limits.texture_size;
if (gl_info->supported[EXT_TEXTURE3D])
caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
else
caps->MaxVolumeExtent = 0;
caps->MaxTextureRepeat = 32768;
caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
caps->MaxVertexW = 1.0f;
caps->GuardBandLeft = 0.0f;
caps->GuardBandTop = 0.0f;
caps->GuardBandRight = 0.0f;
caps->GuardBandBottom = 0.0f;
caps->ExtentsAdjust = 0.0f;
caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
WINED3DSTENCILCAPS_INCRSAT |
WINED3DSTENCILCAPS_INVERT |
WINED3DSTENCILCAPS_KEEP |
WINED3DSTENCILCAPS_REPLACE |
WINED3DSTENCILCAPS_ZERO;
if (gl_info->supported[EXT_STENCIL_WRAP])
{
caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
WINED3DSTENCILCAPS_INCR;
}
if (gl_info->supported[WINED3D_GL_VERSION_2_0] || gl_info->supported[EXT_STENCIL_TWO_SIDE]
|| gl_info->supported[ATI_SEPARATE_STENCIL])
{
caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
}
caps->MaxAnisotropy = gl_info->limits.anisotropy;
caps->MaxPointSize = gl_info->limits.pointsize_max;
caps->MaxPrimitiveCount = 0x555555; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
caps->MaxVertexIndex = 0xffffff; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
caps->MaxStreams = MAX_STREAMS;
caps->MaxStreamStride = 1024;
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
caps->MaxNpatchTessellationLevel = 0;
caps->MasterAdapterOrdinal = 0;
caps->AdapterOrdinalInGroup = 0;
caps->NumberOfAdaptersInGroup = 1;
caps->NumSimultaneousRTs = gl_info->limits.buffers;
caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MAGFLINEAR;
caps->VertexTextureFilterCaps = 0;
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
caps->VertexShaderVersion = shader_caps.vs_version;
caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
caps->PixelShaderVersion = shader_caps.ps_version;
caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
caps->TextureOpCaps = fragment_caps.TextureOpCaps;
caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes;
caps->MaxActiveLights = vertex_caps.max_active_lights;
caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices;
caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index;
caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps;
caps->FVFCaps = vertex_caps.fvf_caps;
caps->RasterCaps |= vertex_caps.raster_caps;
/* The following caps are shader specific, but they are things we cannot detect, or which
* are the same among all shader models. So to avoid code duplication set the shader version
* specific, but otherwise constant caps here
*/
if (caps->VertexShaderVersion >= 3)
{
/* Where possible set the caps based on OpenGL extensions and if they
* aren't set (in case of software rendering) use the VS 3.0 from
* MSDN or else if there's OpenGL spec use a hardcoded value minimum
* VS3.0 value. */
caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
}
else if (caps->VertexShaderVersion == 2)
{
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
caps->VS20Caps.static_flow_control_depth = 1;
caps->MaxVShaderInstructionsExecuted = 65535;
caps->MaxVertexShader30InstructionSlots = 0;
}
else
{ /* VS 1.x */
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = 0;
caps->VS20Caps.temp_count = 0;
caps->VS20Caps.static_flow_control_depth = 0;
caps->MaxVShaderInstructionsExecuted = 0;
caps->MaxVertexShader30InstructionSlots = 0;
}
if (caps->PixelShaderVersion >= 3)
{
/* Where possible set the caps based on OpenGL extensions and if they
* aren't set (in case of software rendering) use the PS 3.0 from
* MSDN or else if there's OpenGL spec use a hardcoded value minimum
* PS 3.0 value. */
/* Caps is more or less undocumented on MSDN but it appears to be
* used for PS20Caps based on results from R9600/FX5900/Geforce6800
* cards from Windows */
caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
WINED3DPS20CAPS_PREDICATION |
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 65535;
caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
adapter->gl_info.limits.arb_ps_instructions);
}
else if(caps->PixelShaderVersion == 2)
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
caps->MaxPixelShader30InstructionSlots = 0;
}
else /* PS 1.x */
{
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0;
caps->PS20Caps.temp_count = 0;
caps->PS20Caps.static_flow_control_depth = 0;
caps->PS20Caps.instruction_slot_count = 0;
caps->MaxPShaderInstructionsExecuted = 0;
caps->MaxPixelShader30InstructionSlots = 0;
}
if (caps->VertexShaderVersion >= 2)
{
/* OpenGL supports all the formats below, perhaps not always
* without conversion, but it supports them.
* Further GLSL doesn't seem to have an official unsigned type so
* don't advertise it yet as I'm not sure how we handle it.
* We might need to add some clamping in the shader engine to
* support it.
* TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
WINED3DDTCAPS_UBYTE4N |
WINED3DDTCAPS_SHORT2N |
WINED3DDTCAPS_SHORT4N;
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
WINED3DDTCAPS_FLOAT16_4;
}
}
else
{
caps->DeclTypes = 0;
}
/* Set DirectDraw helper Caps */
ckey_caps = WINEDDCKEYCAPS_DESTBLT |
WINEDDCKEYCAPS_SRCBLT;
fx_caps = WINEDDFXCAPS_BLTALPHA |
WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
WINEDDFXCAPS_BLTMIRRORUPDOWN |
WINEDDFXCAPS_BLTROTATION90 |
WINEDDFXCAPS_BLTSHRINKX |
WINEDDFXCAPS_BLTSHRINKXN |
WINEDDFXCAPS_BLTSHRINKY |
WINEDDFXCAPS_BLTSHRINKYN |
WINEDDFXCAPS_BLTSTRETCHX |
WINEDDFXCAPS_BLTSTRETCHXN |
WINEDDFXCAPS_BLTSTRETCHY |
WINEDDFXCAPS_BLTSTRETCHYN;
blit_caps = WINEDDCAPS_BLT |
WINEDDCAPS_BLTCOLORFILL |
WINEDDCAPS_BLTDEPTHFILL |
WINEDDCAPS_BLTSTRETCH |
WINEDDCAPS_CANBLTSYSMEM |
WINEDDCAPS_CANCLIP |
WINEDDCAPS_CANCLIPSTRETCHED |
WINEDDCAPS_COLORKEY |
WINEDDCAPS_COLORKEYHWASSIST;
/* Fill the ddraw caps structure */
caps->ddraw_caps.caps = WINEDDCAPS_GDI |
WINEDDCAPS_PALETTE |
blit_caps;
caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED |
WINEDDCAPS2_NOPAGELOCKREQUIRED |
WINEDDCAPS2_PRIMARYGAMMA |
WINEDDCAPS2_WIDESURFACES |
WINEDDCAPS2_CANRENDERWINDOWED;
caps->ddraw_caps.color_key_caps = ckey_caps;
caps->ddraw_caps.fx_caps = fx_caps;
caps->ddraw_caps.svb_caps = blit_caps;
caps->ddraw_caps.svb_color_key_caps = ckey_caps;
caps->ddraw_caps.svb_fx_caps = fx_caps;
caps->ddraw_caps.vsb_caps = blit_caps;
caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
caps->ddraw_caps.vsb_fx_caps = fx_caps;
caps->ddraw_caps.ssb_caps = blit_caps;
caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
caps->ddraw_caps.ssb_fx_caps = fx_caps;
caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA |
WINEDDSCAPS_BACKBUFFER |
WINEDDSCAPS_FLIP |
WINEDDSCAPS_FRONTBUFFER |
WINEDDSCAPS_OFFSCREENPLAIN |
WINEDDSCAPS_PALETTE |
WINEDDSCAPS_PRIMARYSURFACE |
WINEDDSCAPS_SYSTEMMEMORY |
WINEDDSCAPS_VIDEOMEMORY |
WINEDDSCAPS_VISIBLE;
if (!(wined3d->flags & WINED3D_NO3D))
{
caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
WINEDDSCAPS_MIPMAP |
WINEDDSCAPS_TEXTURE |
WINEDDSCAPS_ZBUFFER;
caps->ddraw_caps.caps |= WINEDDCAPS_3D;
}
caps->shader_double_precision = d3d_info->shader_double_precision;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
struct wined3d_device **device)
{
struct wined3d_device *object;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, surface_alignment %u, device_parent %p, device %p.\n",
wined3d, adapter_idx, device_type, focus_window, flags, surface_alignment, device_parent, device);
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation. */
if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
hr = device_init(object, wined3d, adapter_idx, device_type,
focus_window, flags, surface_alignment, device_parent);
if (FAILED(hr))
{
WARN("Failed to initialize device, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created device %p.\n", object);
*device = object;
device_parent->ops->wined3d_device_created(device_parent, *device);
return WINED3D_OK;
}
static void WINE_GLAPI invalid_func(const void *data)
{
ERR("Invalid vertex attribute function called.\n");
DebugBreak();
}
static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
{
ERR("Invalid texcoord function called.\n");
DebugBreak();
}
static void WINE_GLAPI invalid_generic_attrib_func(GLuint idx, const void *data)
{
ERR("Invalid attribute function called.\n");
DebugBreak();
}
/* Helper functions for providing vertex data to OpenGL. The arrays are
* initialised based on the extension detection and are used in
* draw_primitive_immediate_mode(). */
static void WINE_GLAPI position_d3dcolor(const void *data)
{
DWORD pos = *((const DWORD *)data);
FIXME("Add a test for fixed function position from d3dcolor type.\n");
context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
D3DCOLOR_B_G(pos),
D3DCOLOR_B_B(pos),
D3DCOLOR_B_A(pos));
}
static void WINE_GLAPI position_float4(const void *data)
{
const GLfloat *pos = data;
if (pos[3] != 0.0f && pos[3] != 1.0f)
{
float w = 1.0f / pos[3];
context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
}
else
{
context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
}
}
static void WINE_GLAPI diffuse_d3dcolor(const void *data)
{
DWORD diffuseColor = *((const DWORD *)data);
context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
}
static void WINE_GLAPI specular_d3dcolor(const void *data)
{
DWORD specularColor = *((const DWORD *)data);
GLubyte d[] =
{
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)
};
context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
}
static void WINE_GLAPI warn_no_specular_func(const void *data)
{
WARN("GL_EXT_secondary_color not supported.\n");
}
static void WINE_GLAPI generic_d3dcolor(GLuint idx, const void *data)
{
DWORD color = *((const DWORD *)data);
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4Nub(idx,
D3DCOLOR_B_R(color), D3DCOLOR_B_G(color),
D3DCOLOR_B_B(color), D3DCOLOR_B_A(color));
}
static void WINE_GLAPI generic_short2n(GLuint idx, const void *data)
{
const GLshort s[] = {((const GLshort *)data)[0], ((const GLshort *)data)[1], 0, 1};
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4Nsv(idx, s);
}
static void WINE_GLAPI generic_ushort2n(GLuint idx, const void *data)
{
const GLushort s[] = {((const GLushort *)data)[0], ((const GLushort *)data)[1], 0, 1};
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4Nusv(idx, s);
}
static void WINE_GLAPI generic_float16_2(GLuint idx, const void *data)
{
float x = float_16_to_32(((const unsigned short *)data) + 0);
float y = float_16_to_32(((const unsigned short *)data) + 1);
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib2f(idx, x, y);
}
static void WINE_GLAPI generic_float16_4(GLuint idx, const void *data)
{
float x = float_16_to_32(((const unsigned short *)data) + 0);
float y = float_16_to_32(((const unsigned short *)data) + 1);
float z = float_16_to_32(((const unsigned short *)data) + 2);
float w = float_16_to_32(((const unsigned short *)data) + 3);
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4f(idx, x, y, z, w);
}
static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
unsigned int i;
for (i = 0; i < WINED3D_FFP_EMIT_COUNT; ++i)
{
ops->position[i] = invalid_func;
ops->diffuse[i] = invalid_func;
ops->specular[i] = invalid_func;
ops->normal[i] = invalid_func;
ops->texcoord[i] = invalid_texcoord_func;
ops->generic[i] = invalid_generic_attrib_func;
}
ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
if (!d3d_info->xyzrhw)
ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
else
ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
/* No 4 component entry points here. */
if (gl_info->supported[EXT_SECONDARY_COLOR])
ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
else
ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
if (gl_info->supported[EXT_SECONDARY_COLOR])
ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
else
ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
/* Only 3 component entry points here. Test how others behave. Float4
* normals are used by one of our tests, trying to pass it to the pixel
* shader, which fails on Windows. */
ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
/* Just ignore the 4th value. */
ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
if (gl_info->supported[NV_HALF_FLOAT])
{
/* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
(wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
(wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
}
ops->generic[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib1fv;
ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv;
ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv;
ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv;
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor;
else
ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] =
(wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
ops->generic[WINED3D_FFP_EMIT_UBYTE4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4ubv;
ops->generic[WINED3D_FFP_EMIT_SHORT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2sv;
ops->generic[WINED3D_FFP_EMIT_SHORT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4sv;
ops->generic[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
ops->generic[WINED3D_FFP_EMIT_SHORT2N] = generic_short2n;
ops->generic[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nsv;
ops->generic[WINED3D_FFP_EMIT_USHORT2N] = generic_ushort2n;
ops->generic[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nusv;
if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
{
ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] =
(wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2hvNV;
ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] =
(wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4hvNV;
}
else
{
ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = generic_float16_2;
ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = generic_float16_4;
}
}
static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int i;
if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
{
UINT attrib_count = 0;
GLint cfg_count;
int attribs[11];
int values[11];
int attribute;
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
adapter->cfgs = heap_calloc(cfg_count, sizeof(*adapter->cfgs));
attribs[attrib_count++] = WGL_RED_BITS_ARB;
attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
{
struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
int format_id = i + 1;
if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
continue;
cfg->iPixelFormat = format_id;
cfg->redSize = values[0];
cfg->greenSize = values[1];
cfg->blueSize = values[2];
cfg->alphaSize = values[3];
cfg->colorSize = values[4];
cfg->depthSize = values[5];
cfg->stencilSize = values[6];
cfg->windowDrawable = values[7];
cfg->iPixelType = values[8];
cfg->doubleBuffer = values[9];
cfg->auxBuffers = values[10];
cfg->numSamples = 0;
/* Check multisample support. */
if (gl_info->supported[ARB_MULTISAMPLE])
{
int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
int values[2];
if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
{
/* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
* multisampling is supported. values[1] = number of
* multisample buffers. */
if (values[0])
cfg->numSamples = values[1];
}
}
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
++adapter->cfg_count;
}
}
else
{
int cfg_count;
cfg_count = DescribePixelFormat(dc, 0, 0, 0);
adapter->cfgs = heap_calloc(cfg_count, sizeof(*adapter->cfgs));
for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
{
struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
PIXELFORMATDESCRIPTOR pfd;
int format_id = i + 1;
if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
continue;
/* We only want HW acceleration using an OpenGL ICD driver.
* PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering.
* PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
* driver (e.g. 3dfx minigl). */
if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
{
TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
continue;
}
cfg->iPixelFormat = format_id;
cfg->redSize = pfd.cRedBits;
cfg->greenSize = pfd.cGreenBits;
cfg->blueSize = pfd.cBlueBits;
cfg->alphaSize = pfd.cAlphaBits;
cfg->colorSize = pfd.cColorBits;
cfg->depthSize = pfd.cDepthBits;
cfg->stencilSize = pfd.cStencilBits;
cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
cfg->auxBuffers = pfd.cAuxBuffers;
cfg->numSamples = 0;
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, windowDrawable=%d\n",
cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
++adapter->cfg_count;
}
}
}
static DWORD get_max_gl_version(const struct wined3d_gl_info *gl_info, DWORD flags)
{
const char *gl_vendor, *gl_renderer;
if (wined3d_settings.explicit_gl_version || (flags & WINED3D_PIXEL_CENTER_INTEGER))
return wined3d_settings.max_gl_version;
gl_vendor = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
gl_renderer = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
if (!gl_vendor || !gl_renderer
|| wined3d_guess_card_vendor(gl_vendor, gl_renderer) == HW_VENDOR_NVIDIA)
return wined3d_settings.max_gl_version;
return MAKEDWORD_VERSION(4, 4);
}
static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal, DWORD wined3d_creation_flags)
{
static const DWORD supported_gl_versions[] =
{
MAKEDWORD_VERSION(4, 4),
MAKEDWORD_VERSION(3, 2),
MAKEDWORD_VERSION(1, 0),
};
struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
unsigned int i;
DISPLAY_DEVICEW display_device;
DWORD max_gl_version;
TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
adapter->ordinal = ordinal;
/* Dynamically load all GL core functions */
#ifdef USE_WIN32_OPENGL
{
HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
#define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
ALL_WGL_FUNCS
#undef USE_GL_FUNC
gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
gl_info->gl_ops.wgl.p_wglGetPixelFormat = (void *)GetProcAddress(mod_gl, "wglGetPixelFormat");
}
#else
/* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
{
HDC hdc = GetDC( 0 );
const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
ReleaseDC( 0, hdc );
if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
gl_info->gl_ops.wgl = wgl_driver->wgl;
gl_info->gl_ops.gl = wgl_driver->gl;
}
#endif
glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
if (!AllocateLocallyUniqueId(&adapter->luid))
{
ERR("Failed to set adapter LUID (%#x).\n", GetLastError());
return FALSE;
}
TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
adapter->luid.HighPart, adapter->luid.LowPart, adapter);
if (!wined3d_caps_gl_ctx_create(adapter, &caps_gl_ctx))
{
ERR("Failed to get a GL context for adapter %p.\n", adapter);
return FALSE;
}
max_gl_version = get_max_gl_version(gl_info, wined3d_creation_flags);
for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i)
{
if (supported_gl_versions[i] <= max_gl_version)
break;
}
if (i == ARRAY_SIZE(supported_gl_versions))
{
ERR_(winediag)("Requested invalid GL version %u.%u.\n",
max_gl_version >> 16, max_gl_version & 0xffff);
i = ARRAY_SIZE(supported_gl_versions) - 1;
}
for (; i < ARRAY_SIZE(supported_gl_versions); ++i)
{
gl_info->selected_gl_version = supported_gl_versions[i];
if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info))
break;
WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n",
supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff);
}
if (!wined3d_adapter_init_gl_caps(adapter, &caps_gl_ctx, wined3d_creation_flags))
{
ERR("Failed to initialize GL caps for adapter %p.\n", adapter);
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
ERR_(winediag)("You are using the backbuffer for offscreen rendering. "
"This is unsupported, and will be removed in a future version.\n");
wined3d_adapter_init_fb_cfgs(adapter, caps_gl_ctx.dc);
/* We haven't found any suitable formats. This should only happen in
* case of GDI software rendering, which is pretty useless anyway. */
if (!adapter->cfg_count)
{
WARN("No suitable pixel formats found.\n");
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
heap_free(adapter->cfgs);
return FALSE;
}
if (!wined3d_adapter_init_format_info(adapter, &caps_gl_ctx))
{
ERR("Failed to initialize GL format info.\n");
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
heap_free(adapter->cfgs);
return FALSE;
}
adapter->vram_bytes = adapter->driver_info.vram_bytes;
adapter->vram_bytes_used = 0;
TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(adapter->vram_bytes));
display_device.cb = sizeof(display_device);
EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
strcpyW(adapter->DeviceName, display_device.DeviceName);
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
wined3d_adapter_init_ffp_attrib_ops(adapter);
return TRUE;
}
static BOOL wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
{
DISPLAY_DEVICEW display_device;
memset(adapter, 0, sizeof(*adapter));
adapter->ordinal = ordinal;
adapter->driver_info.name = "Display";
adapter->driver_info.description = "WineD3D DirectDraw Emulation";
if (wined3d_settings.emulated_textureram)
adapter->vram_bytes = wined3d_settings.emulated_textureram;
else
adapter->vram_bytes = 128 * 1024 * 1024;
if (!wined3d_adapter_init_format_info(adapter, NULL))
return FALSE;
adapter->vertex_pipe = &none_vertex_pipe;
adapter->fragment_pipe = &none_fragment_pipe;
adapter->shader_backend = &none_shader_backend;
display_device.cb = sizeof(display_device);
EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
strcpyW(adapter->DeviceName, display_device.DeviceName);
return TRUE;
}
static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
const struct wined3d_parent_ops wined3d_null_parent_ops =
{
wined3d_null_wined3d_object_destroyed,
};
HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags)
{
BOOL ret;
wined3d->ref = 1;
wined3d->flags = flags;
TRACE("Initializing adapters.\n");
if (flags & WINED3D_NO3D)
ret = wined3d_adapter_init_nogl(&wined3d->adapters[0], 0);
else
ret = wined3d_adapter_init(&wined3d->adapters[0], 0, flags);
if (!ret)
{
WARN("Failed to initialize adapter.\n");
return E_FAIL;
}
wined3d->adapter_count = 1;
return WINED3D_OK;
}