| /* |
| * IWineD3D implementation |
| * |
| * Copyright 2002-2004 Jason Edmeades |
| * Copyright 2003-2004 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * |
| * 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 |
| */ |
| |
| /* Compile time diagnostics: */ |
| |
| #ifndef DEBUG_SINGLE_MODE |
| /* Set to 1 to force only a single display mode to be exposed: */ |
| #define DEBUG_SINGLE_MODE 0 |
| #endif |
| |
| |
| #include "config.h" |
| #include <assert.h> |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); |
| |
| /* Extension detection */ |
| static const struct { |
| const char *extension_string; |
| GL_SupportedExt extension; |
| DWORD version; |
| } EXTENSION_MAP[] = { |
| /* APPLE */ |
| {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 }, |
| {"GL_APPLE_fence", APPLE_FENCE, 0 }, |
| {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 }, |
| {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 }, |
| |
| /* ATI */ |
| {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 }, |
| {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 }, |
| {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 }, |
| {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 }, |
| |
| /* ARB */ |
| {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 }, |
| {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 }, |
| {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 }, |
| {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 }, |
| {"GL_ARB_imaging", ARB_IMAGING, 0 }, |
| {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */ |
| {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 }, |
| {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 }, |
| {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 }, |
| {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 }, |
| {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 }, |
| {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 }, |
| {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 }, |
| {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 }, |
| {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 }, |
| {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 }, |
| {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 }, |
| {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 }, |
| {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 }, |
| {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 }, |
| {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 }, |
| {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 }, |
| {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 }, |
| {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 }, |
| {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 }, |
| |
| /* EXT */ |
| {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 }, |
| {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 }, |
| {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 }, |
| {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 }, |
| {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 }, |
| {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 }, |
| {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 }, |
| {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 }, |
| {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 }, |
| {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) }, |
| {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 }, |
| {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 }, |
| {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 }, |
| {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 }, |
| {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 }, |
| {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 }, |
| {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 }, |
| {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 }, |
| {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 }, |
| {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 }, |
| |
| /* NV */ |
| {"GL_NV_half_float", NV_HALF_FLOAT, 0 }, |
| {"GL_NV_fence", NV_FENCE, 0 }, |
| {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 }, |
| {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 }, |
| {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 }, |
| {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 }, |
| {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 }, |
| {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 }, |
| {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 }, |
| {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 }, |
| {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 }, |
| {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 }, |
| {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 }, |
| {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 }, |
| {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 }, |
| {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 }, |
| {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 }, |
| {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 }, |
| |
| /* SGI */ |
| {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 }, |
| }; |
| |
| /********************************************************** |
| * Utility functions follow |
| **********************************************************/ |
| |
| /* Adapters */ |
| static int numAdapters = 0; |
| static struct WineD3DAdapter Adapters[1]; |
| |
| /* lookup tables */ |
| int minLookup[MAX_LOOKUPS]; |
| int maxLookup[MAX_LOOKUPS]; |
| DWORD *stateLookup[MAX_LOOKUPS]; |
| |
| DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; |
| |
| |
| /** |
| * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created |
| * ie there is no GL Context - Get a default rendering context to enable the |
| * function query some info from GL |
| */ |
| |
| static int wined3d_fake_gl_context_ref = 0; |
| static BOOL wined3d_fake_gl_context_foreign; |
| static BOOL wined3d_fake_gl_context_available = FALSE; |
| static HDC wined3d_fake_gl_context_hdc = NULL; |
| static HWND wined3d_fake_gl_context_hwnd = NULL; |
| |
| static CRITICAL_SECTION wined3d_fake_gl_context_cs; |
| static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug = |
| { |
| 0, 0, &wined3d_fake_gl_context_cs, |
| { &wined3d_fake_gl_context_cs_debug.ProcessLocksList, |
| &wined3d_fake_gl_context_cs_debug.ProcessLocksList }, |
| 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") } |
| }; |
| static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 }; |
| |
| static void WineD3D_ReleaseFakeGLContext(void) { |
| HGLRC glCtx; |
| |
| EnterCriticalSection(&wined3d_fake_gl_context_cs); |
| |
| if(!wined3d_fake_gl_context_available) { |
| TRACE_(d3d_caps)("context not available\n"); |
| LeaveCriticalSection(&wined3d_fake_gl_context_cs); |
| return; |
| } |
| |
| glCtx = pwglGetCurrentContext(); |
| |
| TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref); |
| if (0 == (--wined3d_fake_gl_context_ref) ) { |
| if(!wined3d_fake_gl_context_foreign && glCtx) { |
| TRACE_(d3d_caps)("destroying fake GL context\n"); |
| pwglMakeCurrent(NULL, NULL); |
| pwglDeleteContext(glCtx); |
| } |
| if(wined3d_fake_gl_context_hdc) |
| ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc); |
| wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */ |
| if(wined3d_fake_gl_context_hwnd) |
| DestroyWindow(wined3d_fake_gl_context_hwnd); |
| wined3d_fake_gl_context_hwnd = NULL; |
| wined3d_fake_gl_context_available = FALSE; |
| } |
| assert(wined3d_fake_gl_context_ref >= 0); |
| |
| LeaveCriticalSection(&wined3d_fake_gl_context_cs); |
| } |
| |
| static BOOL WineD3D_CreateFakeGLContext(void) { |
| HGLRC glCtx = NULL; |
| |
| EnterCriticalSection(&wined3d_fake_gl_context_cs); |
| |
| TRACE("getting context...\n"); |
| if(wined3d_fake_gl_context_ref > 0) goto ret; |
| assert(0 == wined3d_fake_gl_context_ref); |
| |
| wined3d_fake_gl_context_foreign = TRUE; |
| |
| glCtx = pwglGetCurrentContext(); |
| if (!glCtx) { |
| PIXELFORMATDESCRIPTOR pfd; |
| int iPixelFormat; |
| |
| wined3d_fake_gl_context_foreign = FALSE; |
| |
| /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */ |
| wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL); |
| if(!wined3d_fake_gl_context_hwnd) { |
| ERR("HWND creation failed!\n"); |
| goto fail; |
| } |
| wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd); |
| if(!wined3d_fake_gl_context_hdc) { |
| ERR("GetDC failed!\n"); |
| goto fail; |
| } |
| |
| /* PixelFormat selection */ |
| ZeroMemory(&pfd, sizeof(pfd)); |
| pfd.nSize = sizeof(pfd); |
| pfd.nVersion = 1; |
| pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ |
| pfd.iPixelType = PFD_TYPE_RGBA; |
| pfd.cColorBits = 32; |
| pfd.iLayerType = PFD_MAIN_PLANE; |
| |
| iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd); |
| if(!iPixelFormat) { |
| /* If this happens something is very wrong as ChoosePixelFormat barely fails */ |
| ERR("Can't find a suitable iPixelFormat\n"); |
| goto fail; |
| } |
| DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd); |
| SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd); |
| |
| /* Create a GL context */ |
| glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc); |
| if (!glCtx) { |
| WARN_(d3d_caps)("Error creating default context for capabilities initialization\n"); |
| goto fail; |
| } |
| |
| /* Make it the current GL context */ |
| if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) { |
| WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n"); |
| goto fail; |
| } |
| } |
| |
| ret: |
| TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref); |
| wined3d_fake_gl_context_ref++; |
| wined3d_fake_gl_context_available = TRUE; |
| LeaveCriticalSection(&wined3d_fake_gl_context_cs); |
| return TRUE; |
| fail: |
| if(wined3d_fake_gl_context_hdc) |
| ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc); |
| wined3d_fake_gl_context_hdc = NULL; |
| if(wined3d_fake_gl_context_hwnd) |
| DestroyWindow(wined3d_fake_gl_context_hwnd); |
| wined3d_fake_gl_context_hwnd = NULL; |
| if(glCtx) pwglDeleteContext(glCtx); |
| LeaveCriticalSection(&wined3d_fake_gl_context_cs); |
| return FALSE; |
| } |
| |
| /* Adjust the amount of used texture memory */ |
| long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){ |
| UINT Adapter = D3DDevice->adapterNo; |
| |
| Adapters[Adapter].UsedTextureRam += glram; |
| TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam); |
| return Adapters[Adapter].UsedTextureRam; |
| } |
| |
| /********************************************************** |
| * IUnknown parts follows |
| **********************************************************/ |
| |
| static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj) |
| { |
| IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; |
| |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DDevice)) { |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| ULONG refCount = InterlockedIncrement(&This->ref); |
| |
| TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1); |
| return refCount; |
| } |
| |
| static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %d\n", This, This->ref); |
| ref = InterlockedDecrement(&This->ref); |
| if (ref == 0) { |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| return ref; |
| } |
| |
| /* Set the shader type for this device, depending on the given capabilities, |
| * the device type, and the user preferences in wined3d_settings */ |
| |
| static void select_shader_mode( |
| WineD3D_GL_Info *gl_info, |
| WINED3DDEVTYPE DeviceType, |
| int* ps_selected, |
| int* vs_selected) { |
| |
| if (wined3d_settings.vs_mode == VS_NONE) { |
| *vs_selected = SHADER_NONE; |
| } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) { |
| /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are |
| * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB |
| * shaders only on this card. */ |
| if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20) |
| *vs_selected = SHADER_ARB; |
| else |
| *vs_selected = SHADER_GLSL; |
| } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) { |
| *vs_selected = SHADER_ARB; |
| } else { |
| *vs_selected = SHADER_NONE; |
| } |
| |
| if (wined3d_settings.ps_mode == PS_NONE) { |
| *ps_selected = SHADER_NONE; |
| } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) { |
| *ps_selected = SHADER_GLSL; |
| } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { |
| *ps_selected = SHADER_ARB; |
| } else { |
| *ps_selected = SHADER_NONE; |
| } |
| } |
| |
| /** Select the number of report maximum shader constants based on the selected shader modes */ |
| static void select_shader_max_constants( |
| int ps_selected_mode, |
| int vs_selected_mode, |
| WineD3D_GL_Info *gl_info) { |
| |
| switch (vs_selected_mode) { |
| case SHADER_GLSL: |
| /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */ |
| gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1; |
| break; |
| case SHADER_ARB: |
| /* We have to subtract any other PARAMs that we might use in our shader programs. |
| * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1, |
| * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */ |
| gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3; |
| break; |
| default: |
| gl_info->max_vshader_constantsF = 0; |
| break; |
| } |
| |
| switch (ps_selected_mode) { |
| case SHADER_GLSL: |
| /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog. |
| * In theory the texbem instruction may need one more shader constant too. But lets assume |
| * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card, |
| * and lets not take away a uniform needlessly from all other shaders. |
| */ |
| gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2; |
| break; |
| case SHADER_ARB: |
| /* The arb shader only loads the bump mapping environment matrix into the shader if it finds |
| * a free constant to do that, so only reduce the number of available constants by 2 for the fog states. |
| */ |
| gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2; |
| break; |
| default: |
| gl_info->max_pshader_constantsF = 0; |
| break; |
| } |
| } |
| |
| /********************************************************** |
| * IWineD3D parts follows |
| **********************************************************/ |
| |
| #define GLINFO_LOCATION (*gl_info) |
| static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) { |
| GLuint prog; |
| BOOL ret = FALSE; |
| const char *testcode = |
| "!!ARBvp1.0\n" |
| "PARAM C[66] = { program.env[0..65] };\n" |
| "ADDRESS A0;" |
| "ARL A0.x, 0.0;\n" |
| "MOV result.position, C[A0.x + 65];\n" |
| "END\n"; |
| |
| while(glGetError()); |
| GL_EXTCALL(glGenProgramsARB(1, &prog)); |
| if(!prog) { |
| ERR("Failed to create an ARB offset limit test program\n"); |
| } |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); |
| GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, |
| strlen(testcode), testcode)); |
| if(glGetError() != 0) { |
| TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n"); |
| TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); |
| ret = TRUE; |
| } else TRACE("OpenGL implementation allows offsets > 63\n"); |
| |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); |
| GL_EXTCALL(glDeleteProgramsARB(1, &prog)); |
| checkGLcall("ARB vp offset limit test cleanup\n"); |
| |
| return ret; |
| } |
| |
| static DWORD ver_for_ext(GL_SupportedExt ext) |
| { |
| unsigned int i; |
| for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { |
| if(EXTENSION_MAP[i].extension == ext) { |
| return EXTENSION_MAP[i].version; |
| } |
| } |
| return 0; |
| } |
| |
| BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { |
| const char *GL_Extensions = NULL; |
| const char *WGL_Extensions = NULL; |
| const char *gl_string = NULL; |
| const char *gl_string_cursor = NULL; |
| GLint gl_max; |
| GLfloat gl_floatv[2]; |
| int major = 1, minor = 0; |
| BOOL return_value = TRUE; |
| int i; |
| HDC hdc; |
| unsigned int vidmem=0; |
| |
| TRACE_(d3d_caps)("(%p)\n", gl_info); |
| |
| ENTER_GL(); |
| |
| gl_string = (const char *) glGetString(GL_RENDERER); |
| if (NULL == gl_string) |
| gl_string = "None"; |
| strcpy(gl_info->gl_renderer, gl_string); |
| |
| gl_string = (const char *) glGetString(GL_VENDOR); |
| TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string); |
| if (gl_string != NULL) { |
| /* Fill in the GL vendor */ |
| if (strstr(gl_string, "NVIDIA")) { |
| gl_info->gl_vendor = VENDOR_NVIDIA; |
| } else if (strstr(gl_string, "ATI")) { |
| gl_info->gl_vendor = VENDOR_ATI; |
| } else if (strstr(gl_string, "Intel(R)") || |
| strstr(gl_info->gl_renderer, "Intel(R)")) { |
| gl_info->gl_vendor = VENDOR_INTEL; |
| } else if (strstr(gl_string, "Mesa")) { |
| gl_info->gl_vendor = VENDOR_MESA; |
| } else { |
| gl_info->gl_vendor = VENDOR_WINE; |
| } |
| } else { |
| gl_info->gl_vendor = VENDOR_WINE; |
| } |
| |
| |
| TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor); |
| |
| /* Parse the GL_VERSION field into major and minor information */ |
| gl_string = (const char *) glGetString(GL_VERSION); |
| if (gl_string != NULL) { |
| |
| switch (gl_info->gl_vendor) { |
| case VENDOR_NVIDIA: |
| gl_string_cursor = strstr(gl_string, "NVIDIA"); |
| if (!gl_string_cursor) { |
| ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string)); |
| break; |
| } |
| |
| gl_string_cursor = strstr(gl_string_cursor, " "); |
| if (!gl_string_cursor) { |
| ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string)); |
| break; |
| } |
| |
| while (*gl_string_cursor == ' ') { |
| ++gl_string_cursor; |
| } |
| |
| if (!*gl_string_cursor) { |
| ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string)); |
| break; |
| } |
| |
| major = atoi(gl_string_cursor); |
| while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') { |
| ++gl_string_cursor; |
| } |
| |
| if (*gl_string_cursor++ != '.') { |
| ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string)); |
| break; |
| } |
| |
| minor = atoi(gl_string_cursor); |
| minor = major*100+minor; |
| major = 10; |
| |
| break; |
| |
| case VENDOR_ATI: |
| major = minor = 0; |
| gl_string_cursor = strchr(gl_string, '-'); |
| if (gl_string_cursor) { |
| int error = 0; |
| gl_string_cursor++; |
| |
| /* Check if version number is of the form x.y.z */ |
| if (*gl_string_cursor > '9' && *gl_string_cursor < '0') |
| error = 1; |
| if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0') |
| error = 1; |
| if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0') |
| error = 1; |
| if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.') |
| error = 1; |
| |
| /* Mark version number as malformed */ |
| if (error) |
| gl_string_cursor = 0; |
| } |
| |
| if (!gl_string_cursor) |
| WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string)); |
| else { |
| major = *gl_string_cursor - '0'; |
| minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0'); |
| } |
| break; |
| |
| case VENDOR_INTEL: |
| case VENDOR_MESA: |
| gl_string_cursor = strstr(gl_string, "Mesa"); |
| gl_string_cursor = strstr(gl_string_cursor, " "); |
| while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor; |
| if (*gl_string_cursor) { |
| char tmp[16]; |
| int cursor = 0; |
| |
| while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') { |
| tmp[cursor++] = *gl_string_cursor; |
| ++gl_string_cursor; |
| } |
| tmp[cursor] = 0; |
| major = atoi(tmp); |
| |
| if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string)); |
| ++gl_string_cursor; |
| |
| cursor = 0; |
| while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') { |
| tmp[cursor++] = *gl_string_cursor; |
| ++gl_string_cursor; |
| } |
| tmp[cursor] = 0; |
| minor = atoi(tmp); |
| } |
| break; |
| |
| default: |
| major = 0; |
| minor = 9; |
| } |
| gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor); |
| TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version); |
| } |
| |
| TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card); |
| |
| /* |
| * Initialize openGL extension related variables |
| * with Default values |
| */ |
| memset(&gl_info->supported, 0, sizeof(gl_info->supported)); |
| gl_info->max_buffers = 1; |
| gl_info->max_textures = 1; |
| gl_info->max_texture_stages = 1; |
| gl_info->max_fragment_samplers = 1; |
| gl_info->max_vertex_samplers = 0; |
| gl_info->max_combined_samplers = 0; |
| gl_info->max_sampler_stages = 1; |
| gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED; |
| gl_info->ps_arb_max_temps = 0; |
| gl_info->ps_arb_max_instructions = 0; |
| gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED; |
| gl_info->vs_arb_max_temps = 0; |
| gl_info->vs_arb_max_instructions = 0; |
| gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED; |
| gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED; |
| gl_info->vs_glsl_constantsF = 0; |
| gl_info->ps_glsl_constantsF = 0; |
| gl_info->vs_arb_constantsF = 0; |
| gl_info->ps_arb_constantsF = 0; |
| |
| /* Retrieve opengl defaults */ |
| glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max); |
| gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max); |
| TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max); |
| |
| glGetIntegerv(GL_MAX_LIGHTS, &gl_max); |
| gl_info->max_lights = gl_max; |
| TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max); |
| |
| glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max); |
| gl_info->max_texture_size = gl_max; |
| TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max); |
| |
| glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv); |
| gl_info->max_pointsizemin = gl_floatv[0]; |
| gl_info->max_pointsize = gl_floatv[1]; |
| TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]); |
| |
| glGetIntegerv(GL_AUX_BUFFERS, &gl_max); |
| gl_info->max_aux_buffers = gl_max; |
| TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max); |
| |
| /* Parse the gl supported features, in theory enabling parts of our code appropriately */ |
| GL_Extensions = (const char *) glGetString(GL_EXTENSIONS); |
| TRACE_(d3d_caps)("GL_Extensions reported:\n"); |
| |
| if (NULL == GL_Extensions) { |
| ERR(" GL_Extensions returns NULL\n"); |
| } else { |
| while (*GL_Extensions != 0x00) { |
| const char *Start; |
| char ThisExtn[256]; |
| size_t len; |
| |
| while (isspace(*GL_Extensions)) GL_Extensions++; |
| Start = GL_Extensions; |
| while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) { |
| GL_Extensions++; |
| } |
| |
| len = GL_Extensions - Start; |
| if (len == 0 || len >= sizeof(ThisExtn)) |
| continue; |
| |
| memcpy(ThisExtn, Start, len); |
| ThisExtn[len] = '\0'; |
| TRACE_(d3d_caps)("- %s\n", ThisExtn); |
| |
| for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { |
| if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) { |
| TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string); |
| gl_info->supported[EXTENSION_MAP[i].extension] = TRUE; |
| break; |
| } |
| } |
| } |
| /* Now work out what GL support this card really has */ |
| #define USE_GL_FUNC(type, pfn, ext, replace) { \ |
| DWORD ver = ver_for_ext(ext); \ |
| if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \ |
| else if(ver && ver <= gl_info->gl_driver_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \ |
| else gl_info->pfn = NULL; \ |
| } |
| GL_EXT_FUNCS_GEN; |
| #undef USE_GL_FUNC |
| |
| #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn); |
| WGL_EXT_FUNCS_GEN; |
| #undef USE_GL_FUNC |
| |
| /* Now mark all the extensions supported which are included in the opengl core version. Do this *after* |
| * loading the functions, otherwise the code above will load the extension entry points instead of the |
| * core functions, which may not work |
| */ |
| for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { |
| if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE && |
| EXTENSION_MAP[i].version <= gl_info->gl_driver_version && EXTENSION_MAP[i].version) { |
| TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string); |
| gl_info->supported[EXTENSION_MAP[i].extension] = TRUE; |
| } |
| } |
| |
| if (gl_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[ARB_TEXTURE_CUBE_MAP]) { |
| TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n"); |
| gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; |
| } |
| if (gl_info->supported[NV_TEXTURE_SHADER2]) { |
| /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it |
| * Won't occur in any real world situation though |
| */ |
| gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE; |
| } |
| if (gl_info->supported[ARB_DRAW_BUFFERS]) { |
| glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max); |
| gl_info->max_buffers = gl_max; |
| TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max); |
| } |
| if (gl_info->supported[ARB_MULTITEXTURE]) { |
| glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); |
| gl_info->max_textures = min(MAX_TEXTURES, gl_max); |
| TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures); |
| |
| if (gl_info->supported[NV_REGISTER_COMBINERS]) { |
| GLint tmp; |
| glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp); |
| gl_info->max_texture_stages = min(MAX_TEXTURES, tmp); |
| } else { |
| gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max); |
| } |
| TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages); |
| |
| if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { |
| GLint tmp; |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp); |
| gl_info->max_fragment_samplers = min(8, tmp); |
| } else { |
| gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max); |
| } |
| TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers); |
| |
| if (gl_info->supported[ARB_VERTEX_SHADER]) { |
| GLint tmp; |
| glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp); |
| gl_info->max_vertex_samplers = tmp; |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp); |
| gl_info->max_combined_samplers = tmp; |
| |
| /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup |
| * is known at shader link time. In a vertex shader + pixel shader combination this isn't |
| * an issue because then the sampler setup only depends on the two shaders. If a pixel |
| * shader is used with fixed function vertex processing we're fine too because fixed function |
| * vertex processing doesn't use any samplers. If fixed function fragment processing is |
| * used we have to make sure that all vertex sampler setups are valid together with all |
| * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES |
| * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards). |
| * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and |
| * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have |
| * a fixed function pipeline anymore. |
| * |
| * So this is just a check to check that our assumption holds true. If not, write a warning |
| * and reduce the number of vertex samplers or propably disable vertex texture fetch. |
| */ |
| if(gl_info->max_vertex_samplers && |
| MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) { |
| FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n", |
| gl_info->max_vertex_samplers, gl_info->max_combined_samplers); |
| FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n"); |
| gl_info->max_vertex_samplers = max(0, gl_info->max_combined_samplers - MAX_TEXTURES); |
| } |
| } else { |
| gl_info->max_combined_samplers = gl_info->max_fragment_samplers; |
| } |
| TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers); |
| TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers); |
| } |
| if (gl_info->supported[ARB_VERTEX_BLEND]) { |
| glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max); |
| gl_info->max_blends = gl_max; |
| TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends); |
| } |
| if (gl_info->supported[EXT_TEXTURE3D]) { |
| glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max); |
| gl_info->max_texture3d_size = gl_max; |
| TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size); |
| } |
| if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { |
| glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max); |
| gl_info->max_anisotropy = gl_max; |
| TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy); |
| } |
| if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { |
| gl_info->ps_arb_version = PS_VERSION_11; |
| GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); |
| gl_info->ps_arb_constantsF = gl_max; |
| TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF); |
| GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max)); |
| gl_info->ps_arb_max_temps = gl_max; |
| TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps); |
| GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max)); |
| gl_info->ps_arb_max_instructions = gl_max; |
| TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions); |
| } |
| if (gl_info->supported[ARB_VERTEX_PROGRAM]) { |
| gl_info->vs_arb_version = VS_VERSION_11; |
| GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); |
| gl_info->vs_arb_constantsF = gl_max; |
| TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF); |
| GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max)); |
| gl_info->vs_arb_max_temps = gl_max; |
| TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps); |
| GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max)); |
| gl_info->vs_arb_max_instructions = gl_max; |
| TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions); |
| |
| gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info); |
| } |
| if (gl_info->supported[ARB_VERTEX_SHADER]) { |
| glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max); |
| gl_info->vs_glsl_constantsF = gl_max / 4; |
| TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF); |
| } |
| if (gl_info->supported[ARB_FRAGMENT_SHADER]) { |
| glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); |
| gl_info->ps_glsl_constantsF = gl_max / 4; |
| TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF); |
| glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); |
| gl_info->max_glsl_varyings = gl_max; |
| TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4); |
| } |
| if (gl_info->supported[EXT_VERTEX_SHADER]) { |
| gl_info->vs_ati_version = VS_VERSION_11; |
| } |
| if (gl_info->supported[NV_VERTEX_PROGRAM3]) { |
| gl_info->vs_nv_version = VS_VERSION_30; |
| } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) { |
| gl_info->vs_nv_version = VS_VERSION_20; |
| } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) { |
| gl_info->vs_nv_version = VS_VERSION_11; |
| } else if (gl_info->supported[NV_VERTEX_PROGRAM]) { |
| gl_info->vs_nv_version = VS_VERSION_10; |
| } |
| if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) { |
| gl_info->ps_nv_version = PS_VERSION_30; |
| } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) { |
| gl_info->ps_nv_version = PS_VERSION_20; |
| } |
| |
| } |
| checkGLcall("extension detection\n"); |
| |
| /* In some cases the number of texture stages can be larger than the number |
| * of samplers. The GF4 for example can use only 2 samplers (no fragment |
| * shaders), but 8 texture stages (register combiners). */ |
| gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages); |
| |
| /* We can only use ORM_FBO when the hardware supports it. */ |
| if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) { |
| WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n"); |
| wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER; |
| } |
| |
| /* MRTs are currently only supported when FBOs are used. */ |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { |
| gl_info->max_buffers = 1; |
| } |
| |
| /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same |
| * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and |
| * in case of the latest videocards in the number of pixel/vertex pipelines. |
| * |
| * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for |
| * rendering. Various games use this information to get a rough estimation of the features of the card |
| * and some might use it for enabling 3d effects only on certain types of videocards. In some cases |
| * games might even use it to work around bugs which happen on certain videocards/driver combinations. |
| * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and |
| * not the PCI id. |
| * |
| * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse |
| * the renderer string and translate this to the right PCI id. This is a lot of work because there are more |
| * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might |
| * be 'small' but there are quite a number of exceptions which would make this a pain to maintain. |
| * Another way would be to query the PCI id from the operating system (assuming this is the videocard which |
| * is used for rendering which is not always the case). This would work but it is not very portable. Second |
| * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used |
| * is limited. |
| * |
| * As said most games only use the PCI id to get an indication of the capabilities of the card. |
| * It doesn't really matter if the given id is the correct one if we return the id of a card with |
| * similar 3d features. |
| * |
| * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of |
| * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia) |
| * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that |
| * won't pass we return a default card. This way is better than maintaining a full card database as even |
| * without a full database we can return a card with similar features. Second the size of the database |
| * can be made quite small because when you know what type of 3d functionality a card has, you know to which |
| * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string |
| * to distinguishes between different models from that family. |
| * |
| * 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 amout of video memory can be overruled using a registry setting. |
| */ |
| switch (gl_info->gl_vendor) { |
| case VENDOR_NVIDIA: |
| /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more |
| * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx. |
| */ |
| if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) { |
| /* Geforce8 - highend */ |
| if (strstr(gl_info->gl_renderer, "8800")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS; |
| vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */ |
| } |
| /* Geforce8 - midend */ |
| else if(strstr(gl_info->gl_renderer, "8600") || |
| strstr(gl_info->gl_renderer, "8700")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT; |
| vidmem = 256; |
| } |
| /* Geforce8 - lowend */ |
| else if(strstr(gl_info->gl_renderer, "8300") || |
| strstr(gl_info->gl_renderer, "8400") || |
| strstr(gl_info->gl_renderer, "8500")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS; |
| vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */ |
| } |
| /* Geforce7 - highend */ |
| else if(strstr(gl_info->gl_renderer, "7800") || |
| strstr(gl_info->gl_renderer, "7900") || |
| strstr(gl_info->gl_renderer, "7950") || |
| strstr(gl_info->gl_renderer, "Quadro FX 4") || |
| strstr(gl_info->gl_renderer, "Quadro FX 5")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT; |
| vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */ |
| } |
| /* Geforce7 midend / Geforce6 highend */ |
| else if(strstr(gl_info->gl_renderer, "6800") || |
| strstr(gl_info->gl_renderer, "7600") || |
| strstr(gl_info->gl_renderer, "7700")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800; |
| vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */ |
| } |
| /* Geforce6 - midend */ |
| else if(strstr(gl_info->gl_renderer, "6600") || |
| strstr(gl_info->gl_renderer, "6610") || |
| strstr(gl_info->gl_renderer, "6700")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT; |
| vidmem = 128; /* A 6600GT has 128-256MB */ |
| } |
| /* Geforce6/7 lowend */ |
| else { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */ |
| vidmem = 64; /* */ |
| } |
| } else if(WINE_D3D9_CAPABLE(gl_info)) { |
| /* GeforceFX - highend */ |
| if (strstr(gl_info->gl_renderer, "5800") || |
| strstr(gl_info->gl_renderer, "5900") || |
| strstr(gl_info->gl_renderer, "5950") || |
| strstr(gl_info->gl_renderer, "Quadro FX")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800; |
| vidmem = 256; /* 5800-5900 cards use 256MB */ |
| } |
| /* GeforceFX - midend */ |
| else if(strstr(gl_info->gl_renderer, "5600") || |
| strstr(gl_info->gl_renderer, "5650") || |
| strstr(gl_info->gl_renderer, "5700") || |
| strstr(gl_info->gl_renderer, "5750")) |
| { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600; |
| vidmem = 128; /* A 5600 uses 128-256MB */ |
| } |
| /* GeforceFX - lowend */ |
| else { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */ |
| vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */ |
| } |
| } else if(WINE_D3D8_CAPABLE(gl_info)) { |
| if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */ |
| vidmem = 64; /* Geforce4 Ti cards have 64-128MB */ |
| } |
| else { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */ |
| vidmem = 64; /* Geforce3 cards have 64-128MB */ |
| } |
| } else if(WINE_D3D7_CAPABLE(gl_info)) { |
| if (strstr(gl_info->gl_renderer, "GeForce4 MX")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */ |
| vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */ |
| } |
| else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */ |
| vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */ |
| } |
| else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */ |
| vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */ |
| } |
| else { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */ |
| vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */ |
| } |
| } else { |
| if (strstr(gl_info->gl_renderer, "TNT2")) { |
| gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */ |
| vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */ |
| } |
| else { |
| gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */ |
| vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */ |
| } |
| } |
| break; |
| case VENDOR_ATI: |
| if(WINE_D3D9_CAPABLE(gl_info)) { |
| /* Radeon R6xx HD2900 - highend */ |
| if (strstr(gl_info->gl_renderer, "HD 2900")) { |
| gl_info->gl_card = CARD_ATI_RADEON_HD2900; |
| vidmem = 512; /* HD2900 uses 512-1024MB */ |
| } |
| /* Radeon R6xx HD2600- midend */ |
| else if (strstr(gl_info->gl_renderer, "HD 2600")) { |
| gl_info->gl_card = CARD_ATI_RADEON_HD2600; |
| vidmem = 256; /* HD2600 uses 256-512MB */ |
| } |
| /* Radeon R6xx HD2300/HD2400 - lowend */ |
| else if (strstr(gl_info->gl_renderer, "HD 2300") || |
| strstr(gl_info->gl_renderer, "HD 2400")) |
| { |
| gl_info->gl_card = CARD_ATI_RADEON_HD2300; |
| vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */ |
| } |
| /* Radeon R5xx */ |
| else if (strstr(gl_info->gl_renderer, "X1600") || |
| strstr(gl_info->gl_renderer, "X1650") || |
| strstr(gl_info->gl_renderer, "X1800") || |
| strstr(gl_info->gl_renderer, "X1900") || |
| strstr(gl_info->gl_renderer, "X1950")) |
| { |
| gl_info->gl_card = CARD_ATI_RADEON_X1600; |
| vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */ |
| } |
| /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */ |
| else if(strstr(gl_info->gl_renderer, "X700") || |
| strstr(gl_info->gl_renderer, "X800") || |
| strstr(gl_info->gl_renderer, "X850") || |
| strstr(gl_info->gl_renderer, "X1300") || |
| strstr(gl_info->gl_renderer, "X1400") || |
| strstr(gl_info->gl_renderer, "X1450") || |
| strstr(gl_info->gl_renderer, "X1550")) |
| { |
| gl_info->gl_card = CARD_ATI_RADEON_X700; |
| vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */ |
| } |
| /* Radeon R3xx */ |
| else { |
| gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */ |
| vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */ |
| } |
| } else if(WINE_D3D8_CAPABLE(gl_info)) { |
| gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */ |
| vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */ |
| } else if(WINE_D3D7_CAPABLE(gl_info)) { |
| gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */ |
| vidmem = 32; /* There are models with up to 64MB */ |
| } else { |
| gl_info->gl_card = CARD_ATI_RAGE_128PRO; |
| vidmem = 16; /* There are 16-32MB models */ |
| } |
| break; |
| case VENDOR_INTEL: |
| if (strstr(gl_info->gl_renderer, "915GM")) { |
| gl_info->gl_card = CARD_INTEL_I915GM; |
| } else if (strstr(gl_info->gl_renderer, "915G")) { |
| gl_info->gl_card = CARD_INTEL_I915G; |
| } else if (strstr(gl_info->gl_renderer, "865G")) { |
| gl_info->gl_card = CARD_INTEL_I865G; |
| } else if (strstr(gl_info->gl_renderer, "855G")) { |
| gl_info->gl_card = CARD_INTEL_I855G; |
| } else if (strstr(gl_info->gl_renderer, "830G")) { |
| gl_info->gl_card = CARD_INTEL_I830G; |
| } else { |
| gl_info->gl_card = CARD_INTEL_I915G; |
| } |
| break; |
| case VENDOR_MESA: |
| case VENDOR_WINE: |
| default: |
| /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice |
| * for Nvidia was because the hardware and drivers they make are of good quality. This makes |
| * them a good generic choice. |
| */ |
| gl_info->gl_vendor = VENDOR_NVIDIA; |
| if(WINE_D3D9_CAPABLE(gl_info)) |
| gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600; |
| else if(WINE_D3D8_CAPABLE(gl_info)) |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE3; |
| else if(WINE_D3D7_CAPABLE(gl_info)) |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE; |
| else if(WINE_D3D6_CAPABLE(gl_info)) |
| gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; |
| else |
| gl_info->gl_card = CARD_NVIDIA_RIVA_128; |
| } |
| TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card); |
| |
| /* If we have an estimate use it, else default to 64MB; */ |
| if(vidmem) |
| gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */ |
| else |
| gl_info->vidmem = WINE_DEFAULT_VIDMEM; |
| |
| /* Load all the lookup tables |
| TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */ |
| minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP; |
| maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE; |
| |
| minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE; |
| maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC; |
| |
| |
| for (i = 0; i < MAX_LOOKUPS; i++) { |
| stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) ); |
| } |
| |
| stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT; |
| stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE; |
| stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] = |
| gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; |
| stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] = |
| gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; |
| stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] = |
| gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT; |
| stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] = |
| gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT; |
| |
| stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST; |
| stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST; |
| stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR; |
| stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] = |
| gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST; |
| |
| |
| minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR; |
| minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR; |
| minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR; |
| minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST; |
| minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST; |
| minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR; |
| minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR; |
| minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST; |
| minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR; |
| minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? |
| GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; |
| minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR; |
| minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; |
| |
| /* TODO: config lookups */ |
| |
| /* Make sure there's an active HDC else the WGL extensions will fail */ |
| hdc = pwglGetCurrentDC(); |
| if (hdc) { |
| WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc)); |
| TRACE_(d3d_caps)("WGL_Extensions reported:\n"); |
| |
| if (NULL == WGL_Extensions) { |
| ERR(" WGL_Extensions returns NULL\n"); |
| } else { |
| while (*WGL_Extensions != 0x00) { |
| const char *Start; |
| char ThisExtn[256]; |
| size_t len; |
| |
| while (isspace(*WGL_Extensions)) WGL_Extensions++; |
| Start = WGL_Extensions; |
| while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) { |
| WGL_Extensions++; |
| } |
| |
| len = WGL_Extensions - Start; |
| if (len == 0 || len >= sizeof(ThisExtn)) |
| continue; |
| |
| memcpy(ThisExtn, Start, len); |
| ThisExtn[len] = '\0'; |
| TRACE_(d3d_caps)("- %s\n", ThisExtn); |
| |
| if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) { |
| gl_info->supported[WGL_ARB_PBUFFER] = TRUE; |
| TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n"); |
| } |
| } |
| } |
| } |
| LEAVE_GL(); |
| |
| return return_value; |
| } |
| #undef GLINFO_LOCATION |
| |
| /********************************************************** |
| * IWineD3D implementation follows |
| **********************************************************/ |
| |
| static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| |
| TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters); |
| return numAdapters; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| FIXME("(%p)->(%p): stub\n", This, pInitializeFunction); |
| return WINED3D_OK; |
| } |
| |
| static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| |
| if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) { |
| return NULL; |
| } |
| |
| TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter); |
| return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY); |
| } |
| |
| /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes |
| of the same bpp but different resolutions */ |
| |
| /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */ |
| static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format)); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return 0; |
| } |
| |
| /* TODO: Store modes per adapter and read it from the adapter structure */ |
| if (Adapter == 0) { /* Display */ |
| int i = 0; |
| int j = 0; |
| |
| if (!DEBUG_SINGLE_MODE) { |
| DEVMODEW DevModeW; |
| |
| ZeroMemory(&DevModeW, sizeof(DevModeW)); |
| DevModeW.dmSize = sizeof(DevModeW); |
| while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) { |
| j++; |
| switch (Format) |
| { |
| case WINED3DFMT_UNKNOWN: |
| /* This is for D3D8, do not enumerate P8 here */ |
| if (DevModeW.dmBitsPerPel == 32 || |
| DevModeW.dmBitsPerPel == 16) i++; |
| break; |
| case WINED3DFMT_X8R8G8B8: |
| if (DevModeW.dmBitsPerPel == 32) i++; |
| break; |
| case WINED3DFMT_R5G6B5: |
| if (DevModeW.dmBitsPerPel == 16) i++; |
| break; |
| case WINED3DFMT_P8: |
| if (DevModeW.dmBitsPerPel == 8) i++; |
| break; |
| default: |
| /* Skip other modes as they do not match the requested format */ |
| break; |
| } |
| } |
| } else { |
| i = 1; |
| j = 1; |
| } |
| |
| TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j); |
| return i; |
| } else { |
| FIXME_(d3d_caps)("Adapter not primary display\n"); |
| } |
| return 0; |
| } |
| |
| /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */ |
| static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format)); |
| |
| /* Validate the parameters as much as possible */ |
| if (NULL == pMode || |
| Adapter >= IWineD3DImpl_GetAdapterCount(iface) || |
| Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* TODO: Store modes per adapter and read it from the adapter structure */ |
| if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */ |
| DEVMODEW DevModeW; |
| int ModeIdx = 0; |
| int i = 0; |
| int j = 0; |
| |
| ZeroMemory(&DevModeW, sizeof(DevModeW)); |
| DevModeW.dmSize = sizeof(DevModeW); |
| |
| /* If we are filtering to a specific format (D3D9), then need to skip |
| all unrelated modes, but if mode is irrelevant (D3D8), then we can |
| just count through the ones with valid bit depths */ |
| while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) { |
| switch (Format) |
| { |
| case WINED3DFMT_UNKNOWN: |
| /* This is D3D8. Do not enumerate P8 here */ |
| if (DevModeW.dmBitsPerPel == 32 || |
| DevModeW.dmBitsPerPel == 16) i++; |
| break; |
| case WINED3DFMT_X8R8G8B8: |
| if (DevModeW.dmBitsPerPel == 32) i++; |
| break; |
| case WINED3DFMT_R5G6B5: |
| if (DevModeW.dmBitsPerPel == 16) i++; |
| break; |
| case WINED3DFMT_P8: |
| if (DevModeW.dmBitsPerPel == 8) i++; |
| break; |
| default: |
| /* Modes that don't match what we support can get an early-out */ |
| TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (i == 0) { |
| TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| ModeIdx = j - 1; |
| |
| /* Now get the display mode via the calculated index */ |
| if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) { |
| pMode->Width = DevModeW.dmPelsWidth; |
| pMode->Height = DevModeW.dmPelsHeight; |
| pMode->RefreshRate = WINED3DADAPTER_DEFAULT; |
| if (DevModeW.dmFields & DM_DISPLAYFREQUENCY) |
| pMode->RefreshRate = DevModeW.dmDisplayFrequency; |
| |
| if (Format == WINED3DFMT_UNKNOWN) |
| { |
| switch (DevModeW.dmBitsPerPel) |
| { |
| case 8: |
| pMode->Format = WINED3DFMT_P8; |
| break; |
| case 16: |
| pMode->Format = WINED3DFMT_R5G6B5; |
| break; |
| case 32: |
| pMode->Format = WINED3DFMT_X8R8G8B8; |
| break; |
| default: |
| pMode->Format = WINED3DFMT_UNKNOWN; |
| ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel); |
| } |
| } else { |
| pMode->Format = Format; |
| } |
| } else { |
| TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height, |
| pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), |
| DevModeW.dmBitsPerPel); |
| |
| } else if (DEBUG_SINGLE_MODE) { |
| /* Return one setting of the format requested */ |
| if (Mode > 0) return WINED3DERR_INVALIDCALL; |
| pMode->Width = 800; |
| pMode->Height = 600; |
| pMode->RefreshRate = 60; |
| pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format; |
| } else { |
| FIXME_(d3d_caps)("Adapter not primary display\n"); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode); |
| |
| if (NULL == pMode || |
| Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (Adapter == 0) { /* Display */ |
| int bpp = 0; |
| DEVMODEW DevModeW; |
| |
| ZeroMemory(&DevModeW, sizeof(DevModeW)); |
| DevModeW.dmSize = sizeof(DevModeW); |
| |
| EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0); |
| pMode->Width = DevModeW.dmPelsWidth; |
| pMode->Height = DevModeW.dmPelsHeight; |
| bpp = DevModeW.dmBitsPerPel; |
| pMode->RefreshRate = WINED3DADAPTER_DEFAULT; |
| if (DevModeW.dmFields&DM_DISPLAYFREQUENCY) |
| { |
| pMode->RefreshRate = DevModeW.dmDisplayFrequency; |
| } |
| |
| switch (bpp) { |
| case 8: pMode->Format = WINED3DFMT_R3G3B2; break; |
| case 16: pMode->Format = WINED3DFMT_R5G6B5; break; |
| case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */ |
| case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */ |
| default: pMode->Format = WINED3DFMT_UNKNOWN; |
| } |
| |
| } else { |
| FIXME_(d3d_caps)("Adapter not primary display\n"); |
| } |
| |
| TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width, |
| pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format)); |
| return WINED3D_OK; |
| } |
| |
| /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER, |
| and fields being inserted in the middle, a new structure is used in place */ |
| static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags, |
| WINED3DADAPTER_IDENTIFIER* pIdentifier) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| |
| TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Return the information requested */ |
| TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n"); |
| strcpy(pIdentifier->Driver, Adapters[Adapter].driver); |
| strcpy(pIdentifier->Description, Adapters[Adapter].description); |
| |
| /* Note dx8 doesn't supply a DeviceName */ |
| if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */ |
| /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */ |
| pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14); |
| pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.gl_driver_version; |
| *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor; |
| *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card; |
| *(pIdentifier->SubSysId) = 0; |
| *(pIdentifier->Revision) = 0; |
| |
| /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */ |
| if (Flags & WINED3DENUM_NO_WHQL_LEVEL) { |
| *(pIdentifier->WHQLLevel) = 0; |
| } else { |
| *(pIdentifier->WHQLLevel) = 1; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) { |
| short redSize, greenSize, blueSize, alphaSize, colorBits; |
| |
| if(!cfg) |
| return FALSE; |
| |
| if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) { |
| ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format)); |
| return FALSE; |
| } |
| |
| if(cfg->redSize < redSize) |
| return FALSE; |
| |
| if(cfg->greenSize < greenSize) |
| return FALSE; |
| |
| if(cfg->blueSize < blueSize) |
| return FALSE; |
| |
| if(cfg->alphaSize < alphaSize) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) { |
| short depthSize, stencilSize; |
| |
| if(!cfg) |
| return FALSE; |
| |
| if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) { |
| ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format)); |
| return FALSE; |
| } |
| |
| if(cfg->depthSize < depthSize) |
| return FALSE; |
| |
| if(cfg->stencilSize < stencilSize) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, |
| WINED3DFORMAT AdapterFormat, |
| WINED3DFORMAT RenderTargetFormat, |
| WINED3DFORMAT DepthStencilFormat) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| int nCfgs; |
| WineD3D_PixelFormat *cfgs; |
| int it; |
| |
| WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n", |
| This, Adapter, |
| DeviceType, debug_d3ddevicetype(DeviceType), |
| AdapterFormat, debug_d3dformat(AdapterFormat), |
| RenderTargetFormat, debug_d3dformat(RenderTargetFormat), |
| DepthStencilFormat, debug_d3dformat(DepthStencilFormat)); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| cfgs = Adapters[Adapter].cfgs; |
| nCfgs = Adapters[Adapter].nCfgs; |
| for (it = 0; it < nCfgs; ++it) { |
| if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) { |
| if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) { |
| TRACE_(d3d_caps)("(%p) : Formats matched\n", This); |
| return WINED3D_OK; |
| } |
| } |
| } |
| WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat)); |
| |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, |
| WINED3DFORMAT SurfaceFormat, |
| BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) { |
| |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n", |
| This, |
| Adapter, |
| DeviceType, debug_d3ddevicetype(DeviceType), |
| SurfaceFormat, debug_d3dformat(SurfaceFormat), |
| Windowed, |
| MultiSampleType, |
| pQualityLevels); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* TODO: Store in Adapter structure */ |
| if (pQualityLevels != NULL) { |
| static int s_single_shot = 0; |
| if (!s_single_shot) { |
| FIXME("Quality levels unsupported at present\n"); |
| s_single_shot = 1; |
| } |
| *pQualityLevels = 1; /* Guess at a value! */ |
| } |
| |
| if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK; |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType, |
| WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) { |
| |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| int nCfgs = 0; |
| WineD3D_PixelFormat *cfgs; |
| int it; |
| HRESULT hr = WINED3DERR_NOTAVAILABLE; |
| |
| TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n", |
| This, |
| Adapter, |
| CheckType, debug_d3ddevicetype(CheckType), |
| DisplayFormat, debug_d3dformat(DisplayFormat), |
| BackBufferFormat, debug_d3dformat(BackBufferFormat), |
| Windowed); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| cfgs = Adapters[Adapter].cfgs; |
| nCfgs = Adapters[Adapter].nCfgs; |
| for (it = 0; it < nCfgs; ++it) { |
| if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) { |
| hr = WINED3D_OK; |
| TRACE_(d3d_caps)("OK\n"); |
| break ; |
| } |
| } |
| |
| if(hr != WINED3D_OK) |
| ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat)); |
| |
| if(hr != WINED3D_OK) |
| TRACE_(d3d_caps)("returning something different from WINED3D_OK\n"); |
| |
| return hr; |
| } |
| |
| #define GLINFO_LOCATION Adapters[Adapter].gl_info |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, |
| WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n", |
| This, |
| Adapter, |
| DeviceType, debug_d3ddevicetype(DeviceType), |
| AdapterFormat, debug_d3dformat(AdapterFormat), |
| Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage), |
| RType, debug_d3dresourcetype(RType), |
| CheckFormat, debug_d3dformat(CheckFormat)); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (Usage & WINED3DUSAGE_QUERY_FILTER) { |
| switch (CheckFormat) { |
| /* Filtering not supported */ |
| case WINED3DFMT_R32F: |
| case WINED3DFMT_A32B32G32R32F: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| default: |
| break; |
| } |
| } |
| |
| if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) { |
| if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) { |
| TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| if(RType == WINED3DRTYPE_VOLUMETEXTURE) { |
| if(!GL_SUPPORT(EXT_TEXTURE3D)) { |
| TRACE_(d3d_caps)("[FAILED] - No volume texture support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| /* Filter formats that need conversion; For one part, this conversion is unimplemented, |
| * and volume textures are huge, so it would be a big performance hit. Unless we hit an |
| * app needing one of those formats, don't advertize them to avoid leading apps into |
| * temptation. The windows drivers don't support most of those formats on volumes anyway, |
| * except of R32F. |
| */ |
| switch(CheckFormat) { |
| case WINED3DFMT_P8: |
| case WINED3DFMT_A4L4: |
| case WINED3DFMT_R32F: |
| case WINED3DFMT_R16F: |
| case WINED3DFMT_X8L8V8U8: |
| case WINED3DFMT_L6V5U5: |
| TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| |
| case WINED3DFMT_Q8W8V8U8: |
| case WINED3DFMT_V16U16: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| break; |
| |
| case WINED3DFMT_V8U8: |
| if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) { |
| TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| break; |
| |
| case WINED3DFMT_DXT1: |
| case WINED3DFMT_DXT2: |
| case WINED3DFMT_DXT3: |
| case WINED3DFMT_DXT4: |
| case WINED3DFMT_DXT5: |
| /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc |
| * compressed texture results in an error. While the D3D refrast does |
| * support s3tc volumes, at least the nvidia windows driver does not, so |
| * we're free not to support this format. |
| */ |
| TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| |
| default: |
| /* Do nothing, continue with checking the format below */ |
| break; |
| } |
| } |
| /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants |
| * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp |
| * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */ |
| if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { |
| if (!GL_LIMITS(vertex_samplers)) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| switch (CheckFormat) { |
| case WINED3DFMT_A32B32G32R32F: |
| if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| if(Usage & WINED3DUSAGE_DEPTHSTENCIL) { |
| switch (CheckFormat) { |
| /* In theory we could do all formats, just fetch them accordingly should the buffer be locked. |
| * Windows supports only those 3, and enumerating the other formats confuses applications |
| */ |
| case WINED3DFMT_D24S8: |
| case WINED3DFMT_D24X8: |
| case WINED3DFMT_D16: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| case WINED3DFMT_D16_LOCKABLE: |
| case WINED3DFMT_D24FS8: |
| case WINED3DFMT_D32F_LOCKABLE: |
| case WINED3DFMT_D24X4S4: |
| case WINED3DFMT_D15S1: |
| case WINED3DFMT_D32: |
| TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } else if(Usage & WINED3DUSAGE_RENDERTARGET) { |
| switch (CheckFormat) { |
| case WINED3DFMT_R8G8B8: |
| case WINED3DFMT_A8R8G8B8: |
| case WINED3DFMT_X8R8G8B8: |
| case WINED3DFMT_R5G6B5: |
| case WINED3DFMT_X1R5G5B5: |
| case WINED3DFMT_A1R5G5B5: |
| case WINED3DFMT_A4R4G4B4: |
| case WINED3DFMT_R3G3B2: |
| case WINED3DFMT_X4R4G4B4: |
| case WINED3DFMT_A8B8G8R8: |
| case WINED3DFMT_X8B8G8R8: |
| case WINED3DFMT_P8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| case WINED3DFMT_R16F: |
| case WINED3DFMT_A16B16G16R16F: |
| if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| case WINED3DFMT_A32B32G32R32F: |
| if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) { |
| if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) { |
| switch (CheckFormat) { |
| case WINED3DFMT_V8U8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| /* TODO: Other bump map formats */ |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) { |
| switch (CheckFormat) { |
| case WINED3DFMT_V8U8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { |
| switch (CheckFormat) { |
| case WINED3DFMT_DXT1: |
| case WINED3DFMT_DXT2: |
| case WINED3DFMT_DXT3: |
| case WINED3DFMT_DXT4: |
| case WINED3DFMT_DXT5: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| default: |
| break; /* Avoid compiler warnings */ |
| } |
| } |
| |
| /* Check for supported sRGB formats (Texture loading and framebuffer) */ |
| if (GL_SUPPORT(EXT_TEXTURE_SRGB) && (Usage & WINED3DUSAGE_QUERY_SRGBREAD)) { |
| switch (CheckFormat) { |
| case WINED3DFMT_A8R8G8B8: |
| case WINED3DFMT_X8R8G8B8: |
| case WINED3DFMT_A4R4G4B4: |
| case WINED3DFMT_L8: |
| case WINED3DFMT_A8L8: |
| case WINED3DFMT_DXT1: |
| case WINED3DFMT_DXT2: |
| case WINED3DFMT_DXT3: |
| case WINED3DFMT_DXT4: |
| case WINED3DFMT_DXT5: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| |
| default: |
| TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) { |
| |
| BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL); |
| |
| switch (CheckFormat) { |
| case WINED3DFMT_R16F: |
| case WINED3DFMT_A16B16G16R16F: |
| if (!half_pixel_support) break; |
| case WINED3DFMT_R32F: |
| case WINED3DFMT_A32B32G32R32F: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| default: |
| break; /* Avoid compiler warnings */ |
| } |
| } |
| |
| /* This format is nothing special and it is supported perfectly. |
| * However, ati and nvidia driver on windows do not mark this format as |
| * supported (tested with the dxCapsViewer) and pretending to |
| * support this format uncovers a bug in Battlefield 1942 (fonts are missing) |
| * So do the same as Windows drivers and pretend not to support it on dx8 and 9 |
| * Enable it on dx7. It will need additional checking on dx10 when we support it. |
| */ |
| if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| switch (CheckFormat) { |
| |
| /***** |
| * supported: RGB(A) formats |
| */ |
| case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */ |
| case WINED3DFMT_A8R8G8B8: |
| case WINED3DFMT_X8R8G8B8: |
| case WINED3DFMT_R5G6B5: |
| case WINED3DFMT_X1R5G5B5: |
| case WINED3DFMT_A1R5G5B5: |
| case WINED3DFMT_A4R4G4B4: |
| case WINED3DFMT_R3G3B2: |
| case WINED3DFMT_A8: |
| case WINED3DFMT_X4R4G4B4: |
| case WINED3DFMT_A8B8G8R8: |
| case WINED3DFMT_X8B8G8R8: |
| case WINED3DFMT_A2R10G10B10: |
| case WINED3DFMT_A2B10G10R10: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| |
| /***** |
| * supported: Palettized |
| */ |
| case WINED3DFMT_P8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| |
| /***** |
| * Supported: (Alpha)-Luminance |
| */ |
| case WINED3DFMT_L8: |
| case WINED3DFMT_A8L8: |
| case WINED3DFMT_A4L4: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| |
| /***** |
| * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or |
| * GL_NV_texture_shader), but advertized to make apps happy. |
| * Enable some because games often fail when they are not available |
| * and are still playable even without bump mapping |
| */ |
| case WINED3DFMT_V8U8: |
| case WINED3DFMT_V16U16: |
| case WINED3DFMT_L6V5U5: |
| case WINED3DFMT_X8L8V8U8: |
| case WINED3DFMT_Q8W8V8U8: |
| WARN_(d3d_caps)("[Not supported, but pretended to do]\n"); |
| return WINED3D_OK; |
| |
| /* Those are not advertized by the nvidia windows driver, and not |
| * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap. |
| * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned |
| * ARGB format if needed |
| */ |
| case WINED3DFMT_W11V11U10: |
| case WINED3DFMT_A2W10V10U10: |
| WARN_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| |
| /***** |
| * DXTN Formats: Handled above |
| * WINED3DFMT_DXT1 |
| * WINED3DFMT_DXT2 |
| * WINED3DFMT_DXT3 |
| * WINED3DFMT_DXT4 |
| * WINED3DFMT_DXT5 |
| */ |
| |
| /***** |
| * Odd formats - not supported |
| */ |
| case WINED3DFMT_VERTEXDATA: |
| case WINED3DFMT_INDEX16: |
| case WINED3DFMT_INDEX32: |
| case WINED3DFMT_Q16W16V16U16: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return WINED3DERR_NOTAVAILABLE; |
| |
| /***** |
| * Float formats: Not supported right now |
| */ |
| case WINED3DFMT_G16R16F: |
| case WINED3DFMT_G32R32F: |
| case WINED3DFMT_CxV8U8: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return WINED3DERR_NOTAVAILABLE; |
| |
| /* Not supported */ |
| case WINED3DFMT_G16R16: |
| case WINED3DFMT_A16B16G16R16: |
| case WINED3DFMT_A8R3G3B2: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return WINED3DERR_NOTAVAILABLE; |
| |
| /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support |
| * instancing. To query if the card supports instancing CheckDeviceFormat with the special format |
| * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value. |
| * We can do instancing with all shader versions, but we need vertex shaders. |
| * |
| * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once |
| * to enable instancing. WineD3D doesn't need that and just ignores it. |
| * |
| * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. |
| */ |
| case WINEMAKEFOURCC('I','N','S','T'): |
| TRACE("ATI Instancing check hack\n"); |
| if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) { |
| TRACE_(d3d_caps)("[OK]\n"); |
| return WINED3D_OK; |
| } else { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| default: |
| break; |
| } |
| |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, |
| WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| |
| FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n", |
| This, |
| Adapter, |
| DeviceType, debug_d3ddevicetype(DeviceType), |
| SourceFormat, debug_d3dformat(SourceFormat), |
| TargetFormat, debug_d3dformat(TargetFormat)); |
| return WINED3D_OK; |
| } |
| |
| /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true |
| subset of a D3DCAPS9 structure. However, it has to come via a void * |
| as the d3d8 interface cannot import the d3d9 header */ |
| static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) { |
| |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| int vs_selected_mode; |
| int ps_selected_mode; |
| |
| TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps); |
| |
| if (Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode); |
| |
| /* This function should *not* be modifying GL caps |
| * TODO: move the functionality where it belongs */ |
| select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info); |
| |
| /* ------------------------------------------------ |
| The following fields apply to both d3d8 and d3d9 |
| ------------------------------------------------ */ |
| *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */ |
| *pCaps->AdapterOrdinal = Adapter; |
| |
| *pCaps->Caps = 0; |
| *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED | |
| WINED3DCAPS2_FULLSCREENGAMMA | |
| WINED3DCAPS2_DYNAMICTEXTURES; |
| if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) { |
| *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP; |
| } |
| *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD; |
| *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE | |
| WINED3DPRESENT_INTERVAL_ONE; |
| |
| *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR | |
| WINED3DCURSORCAPS_LOWRES; |
| |
| *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX | |
| WINED3DDEVCAPS_EXECUTESYSTEMMEMORY | |
| WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY| |
| WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY | |
| WINED3DDEVCAPS_DRAWPRIMTLVERTEX | |
| WINED3DDEVCAPS_HWTRANSFORMANDLIGHT | |
| WINED3DDEVCAPS_EXECUTEVIDEOMEMORY | |
| WINED3DDEVCAPS_PUREDEVICE | |
| WINED3DDEVCAPS_HWRASTERIZATION | |
| WINED3DDEVCAPS_TEXTUREVIDEOMEMORY | |
| WINED3DDEVCAPS_TEXTURESYSTEMMEMORY | |
| WINED3DDEVCAPS_CANRENDERAFTERFLIP | |
| WINED3DDEVCAPS_DRAWPRIMITIVES2 | |
| WINED3DDEVCAPS_DRAWPRIMITIVES2EX | |
| WINED3DDEVCAPS_RTPATCHES; |
| |
| *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE | |
| WINED3DPMISCCAPS_CULLCCW | |
| WINED3DPMISCCAPS_CULLCW | |
| WINED3DPMISCCAPS_COLORWRITEENABLE | |
| WINED3DPMISCCAPS_CLIPTLVERTS | |
| WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS | |
| WINED3DPMISCCAPS_MASKZ | |
| WINED3DPMISCCAPS_BLENDOP; |
| /* TODO: |
| WINED3DPMISCCAPS_NULLREFERENCE |
| WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS |
| WINED3DPMISCCAPS_FOGANDSPECULARALPHA |
| WINED3DPMISCCAPS_SEPARATEALPHABLEND |
| WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS |
| WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING |
| WINED3DPMISCCAPS_FOGVERTEXCLAMPED */ |
| |
| /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */ |
| #if 0 |
| if (GL_SUPPORT(NV_REGISTER_COMBINERS)) |
| *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP; |
| if (GL_SUPPORT(NV_REGISTER_COMBINERS2)) |
| *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; |
| #endif |
| |
| *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER | |
| WINED3DPRASTERCAPS_PAT | |
| WINED3DPRASTERCAPS_WFOG | |
| WINED3DPRASTERCAPS_ZFOG | |
| WINED3DPRASTERCAPS_FOGVERTEX | |
| WINED3DPRASTERCAPS_FOGTABLE | |
| WINED3DPRASTERCAPS_STIPPLE | |
| WINED3DPRASTERCAPS_SUBPIXEL | |
| WINED3DPRASTERCAPS_ZTEST | |
| WINED3DPRASTERCAPS_SCISSORTEST | |
| WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS | |
| WINED3DPRASTERCAPS_DEPTHBIAS; |
| |
| if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) { |
| *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY | |
| WINED3DPRASTERCAPS_ZBIAS | |
| WINED3DPRASTERCAPS_MIPMAPLODBIAS; |
| } |
| if(GL_SUPPORT(NV_FOG_DISTANCE)) { |
| *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE; |
| } |
| /* FIXME Add: |
| WINED3DPRASTERCAPS_COLORPERSPECTIVE |
| WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE |
| WINED3DPRASTERCAPS_ANTIALIASEDGES |
| WINED3DPRASTERCAPS_ZBUFFERLESSHSR |
| WINED3DPRASTERCAPS_WBUFFER */ |
| |
| *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS | |
| WINED3DPCMPCAPS_EQUAL | |
| WINED3DPCMPCAPS_GREATER | |
| WINED3DPCMPCAPS_GREATEREQUAL | |
| WINED3DPCMPCAPS_LESS | |
| WINED3DPCMPCAPS_LESSEQUAL | |
| WINED3DPCMPCAPS_NEVER | |
| WINED3DPCMPCAPS_NOTEQUAL; |
| |
| *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR | |
| WINED3DPBLENDCAPS_BOTHINVSRCALPHA | |
| WINED3DPBLENDCAPS_BOTHSRCALPHA | |
| WINED3DPBLENDCAPS_DESTALPHA | |
| WINED3DPBLENDCAPS_DESTCOLOR | |
| WINED3DPBLENDCAPS_INVDESTALPHA | |
| WINED3DPBLENDCAPS_INVDESTCOLOR | |
| WINED3DPBLENDCAPS_INVSRCALPHA | |
| WINED3DPBLENDCAPS_INVSRCCOLOR | |
| WINED3DPBLENDCAPS_ONE | |
| WINED3DPBLENDCAPS_SRCALPHA | |
| WINED3DPBLENDCAPS_SRCALPHASAT | |
| WINED3DPBLENDCAPS_SRCCOLOR | |
| WINED3DPBLENDCAPS_ZERO; |
| |
| *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR | |
| WINED3DPBLENDCAPS_DESTALPHA | |
| WINED3DPBLENDCAPS_DESTCOLOR | |
| WINED3DPBLENDCAPS_INVDESTALPHA | |
| WINED3DPBLENDCAPS_INVDESTCOLOR | |
| WINED3DPBLENDCAPS_INVSRCALPHA | |
| WINED3DPBLENDCAPS_INVSRCCOLOR | |
| WINED3DPBLENDCAPS_ONE | |
| WINED3DPBLENDCAPS_SRCALPHA | |
| WINED3DPBLENDCAPS_SRCCOLOR | |
| WINED3DPBLENDCAPS_ZERO; |
| /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor, |
| * according to the glBlendFunc manpage |
| * |
| * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are |
| * legacy settings for srcblend only |
| */ |
| |
| *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS | |
| WINED3DPCMPCAPS_EQUAL | |
| WINED3DPCMPCAPS_GREATER | |
| WINED3DPCMPCAPS_GREATEREQUAL | |
| WINED3DPCMPCAPS_LESS | |
| WINED3DPCMPCAPS_LESSEQUAL | |
| WINED3DPCMPCAPS_NEVER | |
| WINED3DPCMPCAPS_NOTEQUAL; |
| |
| *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB | |
| WINED3DPSHADECAPS_COLORGOURAUDRGB | |
| WINED3DPSHADECAPS_ALPHAFLATBLEND | |
| WINED3DPSHADECAPS_ALPHAGOURAUDBLEND | |
| WINED3DPSHADECAPS_COLORFLATRGB | |
| WINED3DPSHADECAPS_FOGFLAT | |
| WINED3DPSHADECAPS_FOGGOURAUD | |
| WINED3DPSHADECAPS_SPECULARFLATRGB; |
| |
| *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA | |
| WINED3DPTEXTURECAPS_ALPHAPALETTE | |
| WINED3DPTEXTURECAPS_BORDER | |
| WINED3DPTEXTURECAPS_MIPMAP | |
| WINED3DPTEXTURECAPS_PROJECTED | |
| WINED3DPTEXTURECAPS_PERSPECTIVE; |
| |
| if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) { |
| *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 | |
| WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL; |
| } |
| |
| if( GL_SUPPORT(EXT_TEXTURE3D)) { |
| *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP | |
| WINED3DPTEXTURECAPS_MIPVOLUMEMAP | |
| WINED3DPTEXTURECAPS_VOLUMEMAP_POW2; |
| } |
| |
| if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { |
| *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP | |
| WINED3DPTEXTURECAPS_MIPCUBEMAP | |
| WINED3DPTEXTURECAPS_CUBEMAP_POW2; |
| |
| } |
| |
| *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR | |
| WINED3DPTFILTERCAPS_MAGFPOINT | |
| WINED3DPTFILTERCAPS_MINFLINEAR | |
| WINED3DPTFILTERCAPS_MINFPOINT | |
| WINED3DPTFILTERCAPS_MIPFLINEAR | |
| WINED3DPTFILTERCAPS_MIPFPOINT | |
| WINED3DPTFILTERCAPS_LINEAR | |
| WINED3DPTFILTERCAPS_LINEARMIPLINEAR | |
| WINED3DPTFILTERCAPS_LINEARMIPNEAREST | |
| WINED3DPTFILTERCAPS_MIPLINEAR | |
| WINED3DPTFILTERCAPS_MIPNEAREST | |
| WINED3DPTFILTERCAPS_NEAREST; |
| |
| if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) { |
| *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC | |
| WINED3DPTFILTERCAPS_MINFANISOTROPIC; |
| } |
| |
| if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { |
| *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR | |
| WINED3DPTFILTERCAPS_MAGFPOINT | |
| WINED3DPTFILTERCAPS_MINFLINEAR | |
| WINED3DPTFILTERCAPS_MINFPOINT | |
| WINED3DPTFILTERCAPS_MIPFLINEAR | |
| WINED3DPTFILTERCAPS_MIPFPOINT | |
| WINED3DPTFILTERCAPS_LINEAR | |
| WINED3DPTFILTERCAPS_LINEARMIPLINEAR | |
| WINED3DPTFILTERCAPS_LINEARMIPNEAREST | |
| WINED3DPTFILTERCAPS_MIPLINEAR | |
| WINED3DPTFILTERCAPS_MIPNEAREST | |
| WINED3DPTFILTERCAPS_NEAREST; |
| |
| if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) { |
| *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC | |
| WINED3DPTFILTERCAPS_MINFANISOTROPIC; |
| } |
| } else |
| *pCaps->CubeTextureFilterCaps = 0; |
| |
| if (GL_SUPPORT(EXT_TEXTURE3D)) { |
| *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR | |
| WINED3DPTFILTERCAPS_MAGFPOINT | |
| WINED3DPTFILTERCAPS_MINFLINEAR | |
| WINED3DPTFILTERCAPS_MINFPOINT | |
| WINED3DPTFILTERCAPS_MIPFLINEAR | |
| WINED3DPTFILTERCAPS_MIPFPOINT | |
| WINED3DPTFILTERCAPS_LINEAR | |
| WINED3DPTFILTERCAPS_LINEARMIPLINEAR | |
| WINED3DPTFILTERCAPS_LINEARMIPNEAREST | |
| WINED3DPTFILTERCAPS_MIPLINEAR | |
| WINED3DPTFILTERCAPS_MIPNEAREST | |
| WINED3DPTFILTERCAPS_NEAREST; |
| } else |
| *pCaps->VolumeTextureFilterCaps = 0; |
| |
| *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV | |
| WINED3DPTADDRESSCAPS_CLAMP | |
| WINED3DPTADDRESSCAPS_WRAP; |
| |
| if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) { |
| *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER; |
| } |
| if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) { |
| *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR; |
| } |
| if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) { |
| *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE; |
| } |
| |
| if (GL_SUPPORT(EXT_TEXTURE3D)) { |
| *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV | |
| WINED3DPTADDRESSCAPS_CLAMP | |
| WINED3DPTADDRESSCAPS_WRAP; |
| if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) { |
| *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER; |
| } |
| if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) { |
| *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR; |
| } |
| if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) { |
| *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE; |
| } |
| } else |
| *pCaps->VolumeTextureAddressCaps = 0; |
| |
| *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE | |
| WINED3DLINECAPS_ZTEST; |
| /* FIXME: Add |
| WINED3DLINECAPS_BLEND |
| WINED3DLINECAPS_ALPHACMP |
| WINED3DLINECAPS_FOG */ |
| |
| *pCaps->MaxTextureWidth = GL_LIMITS(texture_size); |
| *pCaps->MaxTextureHeight = GL_LIMITS(texture_size); |
| |
| if(GL_SUPPORT(EXT_TEXTURE3D)) |
| *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size); |
| else |
| *pCaps->MaxVolumeExtent = 0; |
| |
| *pCaps->MaxTextureRepeat = 32768; |
| *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size); |
| *pCaps->MaxVertexW = 1.0; |
| |
| *pCaps->GuardBandLeft = 0; |
| *pCaps->GuardBandTop = 0; |
| *pCaps->GuardBandRight = 0; |
| *pCaps->GuardBandBottom = 0; |
| |
| *pCaps->ExtentsAdjust = 0; |
| |
| *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT | |
| WINED3DSTENCILCAPS_INCRSAT | |
| WINED3DSTENCILCAPS_INVERT | |
| WINED3DSTENCILCAPS_KEEP | |
| WINED3DSTENCILCAPS_REPLACE | |
| WINED3DSTENCILCAPS_ZERO; |
| if (GL_SUPPORT(EXT_STENCIL_WRAP)) { |
| *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR | |
| WINED3DSTENCILCAPS_INCR; |
| } |
| if ( This->dxVersion > 8 && |
| ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || |
| GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) { |
| *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED; |
| } |
| |
| *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */ |
| |
| *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | |
| WINED3DTEXOPCAPS_ADDSIGNED | |
| WINED3DTEXOPCAPS_ADDSIGNED2X | |
| WINED3DTEXOPCAPS_MODULATE | |
| WINED3DTEXOPCAPS_MODULATE2X | |
| WINED3DTEXOPCAPS_MODULATE4X | |
| WINED3DTEXOPCAPS_SELECTARG1 | |
| WINED3DTEXOPCAPS_SELECTARG2 | |
| WINED3DTEXOPCAPS_DISABLE; |
| |
| if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) || |
| GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) || |
| GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) { |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | |
| WINED3DTEXOPCAPS_BLENDFACTORALPHA | |
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA | |
| WINED3DTEXOPCAPS_LERP | |
| WINED3DTEXOPCAPS_SUBTRACT; |
| } |
| if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) || |
| GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) { |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH | |
| WINED3DTEXOPCAPS_MULTIPLYADD | |
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | |
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; |
| } |
| if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; |
| |
| if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | |
| WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; |
| } |
| |
| if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) { |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; |
| } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { |
| /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does |
| * not support 3D textures. This asks for trouble if an app uses both bump mapping |
| * and 3D textures. It also allows us to keep the code simpler by having texture |
| * shaders constantly enabled. |
| */ |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; |
| /* TODO: Luminance bump map? */ |
| } |
| #if 0 |
| /* FIXME: Add |
| *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
| WINED3DTEXOPCAPS_PREMODULATE */ |
| #endif |
| |
| *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages); |
| *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures); |
| *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes); |
| *pCaps->MaxActiveLights = GL_LIMITS(lights); |
| |
| *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends); |
| *pCaps->MaxVertexBlendMatrixIndex = 0; |
| |
| *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy); |
| *pCaps->MaxPointSize = GL_LIMITS(pointsize); |
| |
| |
| *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS | |
| WINED3DVTXPCAPS_MATERIALSOURCE7 | |
| WINED3DVTXPCAPS_POSITIONALLIGHTS | |
| WINED3DVTXPCAPS_LOCALVIEWER | |
| WINED3DVTXPCAPS_VERTEXFOG | |
| WINED3DVTXPCAPS_TEXGEN; |
| /* FIXME: Add |
| D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */ |
| |
| *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */ |
| *pCaps->MaxVertexIndex = 0xFFFFF; |
| *pCaps->MaxStreams = MAX_STREAMS; |
| *pCaps->MaxStreamStride = 1024; |
| |
| if (vs_selected_mode == SHADER_GLSL) { |
| /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati |
| * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using |
| * vs_nv_version which is based on NV_vertex_program. |
| * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not |
| * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it |
| * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number |
| * of native instructions, so use that here. For more info see the pixel shader versioning code below. */ |
| if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512)) |
| *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); |
| else |
| *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); |
| TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff); |
| } else if (vs_selected_mode == SHADER_ARB) { |
| *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1); |
| TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); |
| } else { |
| *pCaps->VertexShaderVersion = 0; |
| TRACE_(d3d_caps)("Vertex shader functionality not available\n"); |
| } |
| |
| *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); |
| |
| if (ps_selected_mode == SHADER_GLSL) { |
| /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b. |
| * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed |
| * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment |
| * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info |
| * in max native instructions. Intel and others also offer the info in this extension but they |
| * don't support GLSL (at least on Windows). |
| * |
| * PS2.0 requires at least 96 instructions, 2.0a/2.0b go upto 512. Assume that if the number |
| * of instructions is 512 or less we have to do with ps2.0 hardware. |
| * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware. |
| */ |
| if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512)) |
| *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); |
| else |
| *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); |
| /* FIXME: The following line is card dependent. -8.0 to 8.0 is the |
| * Direct3D minimum requirement. |
| * |
| * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude" |
| * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here? |
| * |
| * The problem is that the refrast clamps temporary results in the shader to |
| * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here, |
| * then applications may miss the clamping behavior. On the other hand, if it is smaller, |
| * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't |
| * offer a way to query this. |
| */ |
| *pCaps->PixelShader1xMaxValue = 8.0; |
| TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff); |
| } else if (ps_selected_mode == SHADER_ARB) { |
| *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); |
| *pCaps->PixelShader1xMaxValue = 8.0; |
| TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); |
| } else { |
| *pCaps->PixelShaderVersion = 0; |
| *pCaps->PixelShader1xMaxValue = 0.0; |
| TRACE_(d3d_caps)("Pixel shader functionality not available\n"); |
| } |
| |
| /* ------------------------------------------------ |
| The following fields apply to d3d9 only |
| ------------------------------------------------ */ |
| if (This->dxVersion > 8) { |
| /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */ |
| *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET; |
| /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */ |
| *pCaps->MaxNpatchTessellationLevel = 0; |
| *pCaps->MasterAdapterOrdinal = 0; |
| *pCaps->AdapterOrdinalInGroup = 0; |
| *pCaps->NumberOfAdaptersInGroup = 1; |
| |
| if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) { |
| /* OpenGL supports all the formats below, perhaps not always |
| * without conversion, but it supports them. |
| * Further GLSL doesn't seem to have an official unsigned type so |
| * don't advertise it yet as I'm not sure how we handle it. |
| * We might need to add some clamping in the shader engine to |
| * support it. |
| * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */ |
| *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 | |
| WINED3DDTCAPS_UBYTE4N | |
| WINED3DDTCAPS_SHORT2N | |
| WINED3DDTCAPS_SHORT4N; |
| if (GL_SUPPORT(NV_HALF_FLOAT)) { |
| *pCaps->DeclTypes |= |
| WINED3DDTCAPS_FLOAT16_2 | |
| WINED3DDTCAPS_FLOAT16_4; |
| } |
| } else |
| *pCaps->DeclTypes = 0; |
| |
| *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers); |
| |
| |
| *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | |
| WINED3DPTFILTERCAPS_MAGFPOINT | |
| WINED3DPTFILTERCAPS_MINFLINEAR | |
| WINED3DPTFILTERCAPS_MAGFLINEAR; |
| *pCaps->VertexTextureFilterCaps = 0; |
| |
| if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) { |
| /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering) |
| use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */ |
| *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION; |
| *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */ |
| *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps); |
| *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */ |
| |
| *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */ |
| *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions); |
| } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) { |
| *pCaps->VS20Caps.Caps = 0; |
| *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH; |
| *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps); |
| *pCaps->VS20Caps.StaticFlowControlDepth = 1; |
| |
| *pCaps->MaxVShaderInstructionsExecuted = 65535; |
| *pCaps->MaxVertexShader30InstructionSlots = 0; |
| } else { /* VS 1.x */ |
| *pCaps->VS20Caps.Caps = 0; |
| *pCaps->VS20Caps.DynamicFlowControlDepth = 0; |
| *pCaps->VS20Caps.NumTemps = 0; |
| *pCaps->VS20Caps.StaticFlowControlDepth = 0; |
| |
| *pCaps->MaxVShaderInstructionsExecuted = 0; |
| *pCaps->MaxVertexShader30InstructionSlots = 0; |
| } |
| |
| if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) { |
| /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering) |
| use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */ |
| |
| /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */ |
| *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE | |
| WINED3DPS20CAPS_GRADIENTINSTRUCTIONS | |
| WINED3DPS20CAPS_PREDICATION | |
| WINED3DPS20CAPS_NODEPENDENTREADLIMIT | |
| WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT; |
| *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */ |
| *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps); |
| *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */ |
| *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */ |
| |
| *pCaps->MaxPShaderInstructionsExecuted = 65535; |
| *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions); |
| } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) { |
| /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */ |
| *pCaps->PS20Caps.Caps = 0; |
| *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */ |
| *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps); |
| *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */ |
| *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */ |
| |
| *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */ |
| *pCaps->MaxPixelShader30InstructionSlots = 0; |
| } else { /* PS 1.x */ |
| *pCaps->PS20Caps.Caps = 0; |
| *pCaps->PS20Caps.DynamicFlowControlDepth = 0; |
| *pCaps->PS20Caps.NumTemps = 0; |
| *pCaps->PS20Caps.StaticFlowControlDepth = 0; |
| *pCaps->PS20Caps.NumInstructionSlots = 0; |
| |
| *pCaps->MaxPShaderInstructionsExecuted = 0; |
| *pCaps->MaxPixelShader30InstructionSlots = 0; |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static unsigned int glsl_program_key_hash(void *key) { |
| glsl_program_key_t *k = (glsl_program_key_t *)key; |
| |
| unsigned int hash = k->vshader | k->pshader << 16; |
| hash += ~(hash << 15); |
| hash ^= (hash >> 10); |
| hash += (hash << 3); |
| hash ^= (hash >> 6); |
| hash += ~(hash << 11); |
| hash ^= (hash >> 16); |
| |
| return hash; |
| } |
| |
| static BOOL glsl_program_key_compare(void *keya, void *keyb) { |
| glsl_program_key_t *ka = (glsl_program_key_t *)keya; |
| glsl_program_key_t *kb = (glsl_program_key_t *)keyb; |
| |
| return ka->vshader == kb->vshader && ka->pshader == kb->pshader; |
| } |
| |
| /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS, |
| and fields being inserted in the middle, a new structure is used in place */ |
| static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow, |
| DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface, |
| IUnknown *parent) { |
| |
| IWineD3DDeviceImpl *object = NULL; |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| HDC hDC; |
| int i; |
| |
| /* 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 (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Create a WineD3DDevice object */ |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl)); |
| *ppReturnedDeviceInterface = (IWineD3DDevice *)object; |
| TRACE("Created WineD3DDevice object @ %p\n", object); |
| if (NULL == object) { |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| /* Set up initial COM information */ |
| object->lpVtbl = &IWineD3DDevice_Vtbl; |
| object->ref = 1; |
| object->wineD3D = iface; |
| object->adapter = numAdapters ? &Adapters[Adapter] : NULL; |
| IWineD3D_AddRef(object->wineD3D); |
| object->parent = parent; |
| list_init(&object->resources); |
| |
| if(This->dxVersion == 7) { |
| object->surface_alignment = 8; |
| } else { |
| object->surface_alignment = 4; |
| } |
| object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */ |
| |
| /* Set the state up as invalid until the device is fully created */ |
| object->state = WINED3DERR_DRIVERINTERNALERROR; |
| |
| TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType, |
| hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface); |
| |
| /* Save the creation parameters */ |
| object->createParms.AdapterOrdinal = Adapter; |
| object->createParms.DeviceType = DeviceType; |
| object->createParms.hFocusWindow = hFocusWindow; |
| object->createParms.BehaviorFlags = BehaviourFlags; |
| |
| /* Initialize other useful values */ |
| object->adapterNo = Adapter; |
| object->devType = DeviceType; |
| |
| select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode); |
| if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) { |
| object->shader_backend = &glsl_shader_backend; |
| object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare); |
| } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) { |
| object->shader_backend = &arb_program_shader_backend; |
| } else { |
| object->shader_backend = &none_shader_backend; |
| } |
| |
| /* set the state of the device to valid */ |
| object->state = WINED3D_OK; |
| |
| /* Get the initial screen setup for ddraw */ |
| object->ddraw_width = GetSystemMetrics(SM_CXSCREEN); |
| object->ddraw_height = GetSystemMetrics(SM_CYSCREEN); |
| hDC = GetDC(0); |
| object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES)); |
| ReleaseDC(0, hDC); |
| |
| for(i = 0; i < PATCHMAP_SIZE; i++) { |
| list_init(&object->patches[i]); |
| } |
| return WINED3D_OK; |
| } |
| #undef GLINFO_LOCATION |
| |
| static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| IUnknown_AddRef(This->parent); |
| *pParent = This->parent; |
| return WINED3D_OK; |
| } |
| |
| ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) { |
| IUnknown* surfaceParent; |
| TRACE("(%p) call back\n", pSurface); |
| |
| /* Now, release the parent, which will take care of cleaning up the surface for us */ |
| IWineD3DSurface_GetParent(pSurface, &surfaceParent); |
| IUnknown_Release(surfaceParent); |
| return IUnknown_Release(surfaceParent); |
| } |
| |
| ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) { |
| IUnknown* volumeParent; |
| TRACE("(%p) call back\n", pVolume); |
| |
| /* Now, release the parent, which will take care of cleaning up the volume for us */ |
| IWineD3DVolume_GetParent(pVolume, &volumeParent); |
| IUnknown_Release(volumeParent); |
| return IUnknown_Release(volumeParent); |
| } |
| |
| static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) { |
| /* 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 MacOS window management, and GL_APPLE_ycbcr_422 is a Quicktime specific, so |
| * it the chance that other implementations support it is rather rare since Win32 Quicktime uses |
| * DirectDraw, not OpenGL. |
| */ |
| if(gl_info->supported[APPLE_FENCE] && |
| gl_info->supported[APPLE_CLIENT_STORAGE] && |
| gl_info->supported[APPLE_FLUSH_RENDER] && |
| gl_info->supported[APPLE_YCBCR_422]) { |
| TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n"); |
| TRACE_(d3d_caps)("Activating MacOS fixups\n"); |
| return TRUE; |
| } else { |
| TRACE_(d3d_caps)("Apple extensions are not supported\n"); |
| TRACE_(d3d_caps)("Not activating MacOS fixups\n"); |
| return FALSE; |
| } |
| } |
| |
| static void fixup_extensions(WineD3D_GL_Info *gl_info) { |
| if(implementation_is_apple(gl_info)) { |
| /* MacOS advertises more GLSL vertex shader uniforms than support on hardware, and if more are |
| * used it falls back to software. While the compiler can detect if the shader uses all declared |
| * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader |
| * using relative addressing falls back to software. |
| * |
| * ARB vp gives the correct amount of uniforms, so use it instead of GLSL |
| */ |
| if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) { |
| FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n"); |
| } else { |
| TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n", |
| gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF); |
| gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF; |
| } |
| |
| /* 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. So remove the supported |
| * flag for this extension |
| */ |
| if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) { |
| if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 || |
| gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 || |
| gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) { |
| 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; |
| } |
| } |
| } |
| } |
| |
| #define PUSH1(att) attribs[nAttribs++] = (att); |
| #define GLINFO_LOCATION (Adapters[0].gl_info) |
| BOOL InitAdapters(void) { |
| static HMODULE mod_gl; |
| BOOL ret; |
| int ps_selected_mode, vs_selected_mode; |
| |
| /* No need to hold any lock. The calling library makes sure only one thread calls |
| * wined3d simultaneously |
| */ |
| if(numAdapters > 0) return TRUE; |
| |
| TRACE("Initializing adapters\n"); |
| |
| if(!mod_gl) { |
| #ifdef USE_WIN32_OPENGL |
| #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn); |
| mod_gl = LoadLibraryA("opengl32.dll"); |
| if(!mod_gl) { |
| ERR("Can't load opengl32.dll!\n"); |
| return FALSE; |
| } |
| #else |
| #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn); |
| /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */ |
| mod_gl = GetModuleHandleA("gdi32.dll"); |
| #endif |
| } |
| |
| /* Load WGL core functions from opengl32.dll */ |
| #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn); |
| WGL_FUNCS_GEN; |
| #undef USE_WGL_FUNC |
| |
| if(!pwglGetProcAddress) { |
| ERR("Unable to load wglGetProcAddress!\n"); |
| return FALSE; |
| } |
| |
| /* Dynamically load all GL core functions */ |
| GL_FUNCS_GEN; |
| #undef USE_GL_FUNC |
| |
| /* For now only one default adapter */ |
| { |
| int iPixelFormat; |
| int attribs[8]; |
| int values[8]; |
| int nAttribs = 0; |
| int res; |
| WineD3D_PixelFormat *cfgs; |
| int attribute; |
| DISPLAY_DEVICEW DisplayDevice; |
| HDC hdc; |
| |
| TRACE("Initializing default adapter\n"); |
| Adapters[0].monitorPoint.x = -1; |
| Adapters[0].monitorPoint.y = -1; |
| |
| if (!WineD3D_CreateFakeGLContext()) { |
| ERR("Failed to get a gl context for default adapter\n"); |
| HeapFree(GetProcessHeap(), 0, Adapters); |
| WineD3D_ReleaseFakeGLContext(); |
| return FALSE; |
| } |
| |
| ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info); |
| if(!ret) { |
| ERR("Failed to initialize gl caps for default adapter\n"); |
| HeapFree(GetProcessHeap(), 0, Adapters); |
| WineD3D_ReleaseFakeGLContext(); |
| return FALSE; |
| } |
| ret = initPixelFormats(&Adapters[0].gl_info); |
| if(!ret) { |
| ERR("Failed to init gl formats\n"); |
| HeapFree(GetProcessHeap(), 0, Adapters); |
| WineD3D_ReleaseFakeGLContext(); |
| return FALSE; |
| } |
| |
| hdc = pwglGetCurrentDC(); |
| if(!hdc) { |
| ERR("Failed to get gl HDC\n"); |
| HeapFree(GetProcessHeap(), 0, Adapters); |
| WineD3D_ReleaseFakeGLContext(); |
| return FALSE; |
| } |
| |
| Adapters[0].driver = "Display"; |
| Adapters[0].description = "Direct3D HAL"; |
| |
| /* Use the VideoRamSize registry setting when set */ |
| if(wined3d_settings.emulated_textureram) |
| Adapters[0].TextureRam = wined3d_settings.emulated_textureram; |
| else |
| Adapters[0].TextureRam = Adapters[0].gl_info.vidmem; |
| Adapters[0].UsedTextureRam = 0; |
| TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024)); |
| |
| /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */ |
| DisplayDevice.cb = sizeof(DisplayDevice); |
| EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0); |
| TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName)); |
| strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName); |
| |
| attribute = WGL_NUMBER_PIXEL_FORMATS_ARB; |
| GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs)); |
| |
| Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat)); |
| cfgs = Adapters[0].cfgs; |
| PUSH1(WGL_RED_BITS_ARB) |
| PUSH1(WGL_GREEN_BITS_ARB) |
| PUSH1(WGL_BLUE_BITS_ARB) |
| PUSH1(WGL_ALPHA_BITS_ARB) |
| PUSH1(WGL_DEPTH_BITS_ARB) |
| PUSH1(WGL_STENCIL_BITS_ARB) |
| |
| for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) { |
| res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values)); |
| |
| if(!res) |
| continue; |
| |
| /* Cache the pixel format */ |
| cfgs->iPixelFormat = iPixelFormat; |
| cfgs->redSize = values[0]; |
| cfgs->greenSize = values[1]; |
| cfgs->blueSize = values[2]; |
| cfgs->alphaSize = values[3]; |
| cfgs->depthSize = values[4]; |
| cfgs->stencilSize = values[5]; |
| |
| TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize); |
| cfgs++; |
| } |
| WineD3D_ReleaseFakeGLContext(); |
| |
| fixup_extensions(&Adapters[0].gl_info); |
| |
| select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode); |
| select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info); |
| |
| } |
| numAdapters = 1; |
| TRACE("%d adapters successfully initialized\n", numAdapters); |
| |
| return TRUE; |
| } |
| #undef PUSH1 |
| #undef GLINFO_LOCATION |
| |
| /********************************************************** |
| * IWineD3D VTbl follows |
| **********************************************************/ |
| |
| const IWineD3DVtbl IWineD3D_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DImpl_QueryInterface, |
| IWineD3DImpl_AddRef, |
| IWineD3DImpl_Release, |
| /* IWineD3D */ |
| IWineD3DImpl_GetParent, |
| IWineD3DImpl_GetAdapterCount, |
| IWineD3DImpl_RegisterSoftwareDevice, |
| IWineD3DImpl_GetAdapterMonitor, |
| IWineD3DImpl_GetAdapterModeCount, |
| IWineD3DImpl_EnumAdapterModes, |
| IWineD3DImpl_GetAdapterDisplayMode, |
| IWineD3DImpl_GetAdapterIdentifier, |
| IWineD3DImpl_CheckDeviceMultiSampleType, |
| IWineD3DImpl_CheckDepthStencilMatch, |
| IWineD3DImpl_CheckDeviceType, |
| IWineD3DImpl_CheckDeviceFormat, |
| IWineD3DImpl_CheckDeviceFormatConversion, |
| IWineD3DImpl_GetDeviceCaps, |
| IWineD3DImpl_CreateDevice |
| }; |