| /* |
| * IWineD3D implementation |
| * |
| * Copyright 2002-2004 Jason Edmeades |
| * Copyright 2003-2004 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * 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); |
| |
| /* The d3d device ID */ |
| static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } }; |
| |
| /* Extension detection */ |
| static const struct { |
| const char *extension_string; |
| GL_SupportedExt extension; |
| DWORD version; |
| } EXTENSION_MAP[] = { |
| /* APPLE */ |
| {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 }, |
| {"GL_APPLE_fence", APPLE_FENCE, 0 }, |
| {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 }, |
| {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 }, |
| {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 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 }, |
| {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 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_texture_rectangle", ARB_TEXTURE_RECTANGLE, 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_color", EXT_BLEND_COLOR, 0 }, |
| {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 }, |
| {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 }, |
| {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 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 }, |
| {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 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 }, |
| {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 }, |
| |
| /* SGI */ |
| {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 }, |
| }; |
| |
| /********************************************************** |
| * Utility functions follow |
| **********************************************************/ |
| |
| /* Adapters */ |
| static int numAdapters = 0; |
| static struct WineD3DAdapter Adapters[1]; |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat); |
| |
| /* lookup tables */ |
| int minLookup[MAX_LOOKUPS]; |
| int maxLookup[MAX_LOOKUPS]; |
| DWORD *stateLookup[MAX_LOOKUPS]; |
| |
| DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; |
| DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = { |
| {GL_NEAREST, GL_NEAREST, GL_NEAREST}, |
| {GL_NEAREST, GL_NEAREST, GL_NEAREST}, |
| {GL_NEAREST, GL_NEAREST, GL_NEAREST}, |
| {GL_NEAREST, GL_NEAREST, GL_NEAREST}, |
| }; |
| |
| DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1]; |
| DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = { |
| GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST |
| }; |
| |
| /* drawStridedSlow attributes */ |
| glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED]; |
| glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED]; |
| glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED]; |
| glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED]; |
| glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED]; |
| |
| /** |
| * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created, |
| * i.e., there is no GL Context - Get a default rendering context to enable the |
| * function query some info from GL. |
| */ |
| |
| 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 */ |
| |
| 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 if (gl_info->supported[ATI_FRAGMENT_SHADER]) { |
| *ps_selected = SHADER_ATI; |
| } 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;" |
| "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n" |
| "ARL A0.x, zero.x;\n" |
| "MOV result.position, C[A0.x + 65];\n" |
| "END\n"; |
| |
| while(glGetError()); |
| GL_EXTCALL(glGenProgramsARB(1, &prog)); |
| if(!prog) { |
| ERR("Failed to create an ARB offset limit test program\n"); |
| } |
| GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); |
| GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, |
| strlen(testcode), testcode)); |
| if(glGetError() != 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; |
| unsigned 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)") || |
| strstr(gl_string, "Intel Inc.")) { |
| 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) { |
| |
| /* First, parse the generic opengl version. This is supposed not to be convoluted with |
| * driver specific information |
| */ |
| gl_string_cursor = gl_string; |
| major = atoi(gl_string_cursor); |
| if(major <= 0) { |
| ERR("Invalid opengl major version: %d\n", major); |
| } |
| while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') { |
| ++gl_string_cursor; |
| } |
| if (*gl_string_cursor++ != '.') { |
| ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string)); |
| } |
| minor = atoi(gl_string_cursor); |
| TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor); |
| gl_info->gl_version = MAKEDWORD_VERSION(major, minor); |
| |
| /* Now parse the driver specific string which we'll report to the app */ |
| 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: |
| /* Apple and Mesa version strings look differently, but both provide intel drivers */ |
| if(strstr(gl_string, "APPLE")) { |
| /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+ |
| * We only need the first part, and use the APPLE as identification |
| * "1.2 APPLE-1.4.56" |
| */ |
| gl_string_cursor = gl_string; |
| 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 MacOS-Intel version string: %s\n", debugstr_a(gl_string)); |
| break; |
| } |
| |
| minor = atoi(gl_string_cursor); |
| break; |
| } |
| |
| 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->driver_version = MAKEDWORD_VERSION(major, minor); |
| TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version); |
| /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */ |
| gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14); |
| } else { |
| FIXME("OpenGL driver did not return version information\n"); |
| gl_info->driver_version = MAKEDWORD_VERSION(0, 0); |
| gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14); |
| } |
| |
| 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]); |
| |
| /* 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_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_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[APPLE_FLOAT_PIXELS]) { |
| /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel |
| * |
| * The enums are the same: |
| * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A |
| * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B |
| * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814 |
| * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815 |
| * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B |
| */ |
| if(!gl_info->supported[ARB_TEXTURE_FLOAT]) { |
| TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n"); |
| gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE; |
| } |
| if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) { |
| TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n"); |
| gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE; |
| } |
| } |
| if (gl_info->supported[ARB_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[NV_REGISTER_COMBINERS]) { |
| /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2 |
| * are supported. The nv extensions provide the same functionality as the |
| * ATI one, and a bit more(signed pixelformats) |
| */ |
| gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE; |
| } |
| } |
| if (gl_info->supported[ARB_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(MAX_FRAGMENT_SAMPLERS, 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 probably 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"); |
| if( gl_info->max_combined_samplers > MAX_TEXTURES ) |
| gl_info->max_vertex_samplers = |
| gl_info->max_combined_samplers - MAX_TEXTURES; |
| else |
| gl_info->max_vertex_samplers = 0; |
| } |
| } 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; |
| } |
| if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) { |
| glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess); |
| } else { |
| gl_info->max_shininess = 128.0; |
| } |
| if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { |
| /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it. |
| * This saves a few redundant glDisable calls |
| */ |
| gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE; |
| } |
| if(gl_info->supported[ATI_FRAGMENT_SHADER]) { |
| /* Disable NV_register_combiners and fragment shader if this is supported. |
| * generally the NV extensions are preferred over the ATI ones, and this |
| * extension is disabled if register_combiners and texture_shader2 are both |
| * supported. So we reach this place only if we have incomplete NV dxlevel 8 |
| * fragment processing support |
| */ |
| gl_info->supported[NV_REGISTER_COMBINERS] = FALSE; |
| gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE; |
| gl_info->supported[NV_TEXTURE_SHADER] = FALSE; |
| gl_info->supported[NV_TEXTURE_SHADER2] = FALSE; |
| gl_info->supported[NV_TEXTURE_SHADER3] = FALSE; |
| } |
| |
| } |
| 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 amount 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 mobile */ |
| else if(strstr(gl_info->gl_renderer, "8600 M")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT; |
| vidmem = 512; |
| } |
| /* 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 */ |
| else if(strstr(gl_info->gl_renderer, "7600") || |
| strstr(gl_info->gl_renderer, "7700")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600; |
| vidmem = 256; /* The 7600 uses 256-512MB */ |
| /* Geforce7 lower medium */ |
| } else if(strstr(gl_info->gl_renderer, "7400")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400; |
| vidmem = 256; /* The 7400 uses 256-512MB */ |
| } |
| /* Geforce7 lowend */ |
| else if(strstr(gl_info->gl_renderer, "7300")) { |
| gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300; |
| vidmem = 256; /* Mac Pros with this card have 256 MB */ |
| } |
| /* Geforce6 highend */ |
| else if(strstr(gl_info->gl_renderer, "6800")) |
| { |
| 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, "GMA 950")) { |
| /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */ |
| gl_info->gl_card = CARD_INTEL_I945GM; |
| vidmem = 64; |
| } else 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_(d3d_caps)("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; |
| |
| 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; |
| |
| magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST; |
| magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST; |
| magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR; |
| magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] = |
| 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"); |
| } |
| if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) { |
| gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE; |
| TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n"); |
| } |
| } |
| } |
| } |
| 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) { |
| pMode->Format = pixelformat_for_depth(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; |
| } |
| |
| pMode->Format = pixelformat_for_depth(bpp); |
| } else { |
| FIXME_(d3d_caps)("Adapter not primary display\n"); |
| } |
| |
| TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", 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? */ |
| pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart; |
| pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version; |
| *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor; |
| *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card; |
| *(pIdentifier->SubSysId) = 0; |
| *(pIdentifier->Revision) = 0; |
| *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID; |
| |
| 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(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */ |
| if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) { |
| ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format)); |
| 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; |
| } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */ |
| if(Format == WINED3DFMT_R16F) |
| return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0); |
| if(Format == WINED3DFMT_G16R16F) |
| return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0); |
| if(Format == WINED3DFMT_A16B16G16R16F) |
| return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16); |
| if(Format == WINED3DFMT_R32F) |
| return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0); |
| if(Format == WINED3DFMT_G32R32F) |
| return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0); |
| if(Format == WINED3DFMT_A32B32G32R32F) |
| return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32); |
| } else { |
| /* Probably a color index mode */ |
| return FALSE; |
| } |
| |
| return FALSE; |
| } |
| |
| static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) { |
| short depthSize, stencilSize; |
| BOOL lockable = FALSE; |
| |
| if(!cfg) |
| return FALSE; |
| |
| if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) { |
| ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format)); |
| return FALSE; |
| } |
| |
| if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE)) |
| lockable = TRUE; |
| |
| /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports. |
| * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with |
| * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */ |
| if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize))) |
| return FALSE; |
| |
| 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; |
| const GlPixelFormatDesc *glDesc; |
| const StaticPixelFormatDesc *desc; |
| |
| TRACE_(d3d_caps)("(%p)-> (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: handle Windowed, add more quality levels */ |
| |
| if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK; |
| |
| desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc); |
| if(!desc || !glDesc) { |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { |
| int i, nCfgs; |
| WineD3D_PixelFormat *cfgs; |
| |
| cfgs = Adapters[Adapter].cfgs; |
| nCfgs = Adapters[Adapter].nCfgs; |
| for(i=0; i<nCfgs; i++) { |
| if(cfgs[i].numSamples != MultiSampleType) |
| continue; |
| |
| if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat)) |
| continue; |
| |
| TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat)); |
| |
| if(pQualityLevels) |
| *pQualityLevels = 1; /* Guess at a value! */ |
| return WINED3D_OK; |
| } |
| } |
| else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) { |
| short redSize, greenSize, blueSize, alphaSize, colorBits; |
| int i, nCfgs; |
| WineD3D_PixelFormat *cfgs; |
| |
| if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) { |
| ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| cfgs = Adapters[Adapter].cfgs; |
| nCfgs = Adapters[Adapter].nCfgs; |
| for(i=0; i<nCfgs; i++) { |
| if(cfgs[i].numSamples != MultiSampleType) |
| continue; |
| if(cfgs[i].redSize != redSize) |
| continue; |
| if(cfgs[i].greenSize != greenSize) |
| continue; |
| if(cfgs[i].blueSize != blueSize) |
| continue; |
| if(cfgs[i].alphaSize != alphaSize) |
| continue; |
| |
| TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat)); |
| |
| if(pQualityLevels) |
| *pQualityLevels = 1; /* Guess at a value! */ |
| return WINED3D_OK; |
| } |
| } |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, |
| WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) { |
| |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| HRESULT hr = WINED3DERR_NOTAVAILABLE; |
| UINT nmodes; |
| |
| TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n", |
| This, |
| Adapter, |
| DeviceType, debug_d3ddevicetype(DeviceType), |
| 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; |
| } |
| |
| /* The task of this function is to check whether a certain display / backbuffer format |
| * combination is available on the given adapter. In fullscreen mode microsoft specified |
| * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer |
| * and display format should match exactly. |
| * In windowed mode format conversion can occur and this depends on the driver. When format |
| * conversion is done, this function should nevertheless fail and applications need to use |
| * CheckDeviceFormatConversion. |
| * At the moment we assume that fullscreen and windowed have the same capabilities */ |
| |
| /* There are only 4 display formats */ |
| if(!((DisplayFormat == WINED3DFMT_R5G6B5) || |
| (DisplayFormat == WINED3DFMT_X1R5G5B5) || |
| (DisplayFormat == WINED3DFMT_X8R8G8B8) || |
| (DisplayFormat == WINED3DFMT_A2R10G10B10))) |
| { |
| TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* If the requested DisplayFormat is not available, don't continue */ |
| nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat); |
| if(!nmodes) { |
| TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */ |
| if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) { |
| TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */ |
| if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) { |
| TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */ |
| if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) { |
| TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */ |
| if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) { |
| TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */ |
| if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) { |
| TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */ |
| hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat); |
| if(FAILED(hr)) |
| TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat)); |
| |
| return hr; |
| } |
| |
| |
| #define GLINFO_LOCATION Adapters[Adapter].gl_info |
| /* Check if we support bumpmapping for a format */ |
| static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat) |
| { |
| if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) { |
| switch (CheckFormat) { |
| case WINED3DFMT_V8U8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| /* TODO: Other bump map formats */ |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| } |
| if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) { |
| switch (CheckFormat) { |
| case WINED3DFMT_V8U8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| } |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */ |
| static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat) |
| { |
| int it=0; |
| WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs; |
| const GlPixelFormatDesc *glDesc; |
| const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc); |
| |
| /* Fail if we weren't able to get a description of the format */ |
| if(!desc || !glDesc) |
| return FALSE; |
| |
| /* Only allow depth/stencil formats */ |
| if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) |
| return FALSE; |
| |
| /* Walk through all WGL pixel formats to find a match */ |
| cfgs = Adapters[Adapter].cfgs; |
| for (it = 0; it < Adapters[Adapter].nCfgs; ++it) { |
| if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) { |
| if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) { |
| return TRUE; |
| } |
| } |
| } |
| |
| return FALSE; |
| } |
| |
| static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat) |
| { |
| const GlPixelFormatDesc *glDesc; |
| const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); |
| |
| /* Fail if we weren't able to get a description of the format */ |
| if(!desc || !glDesc) |
| return FALSE; |
| |
| /* The flags entry of a format contains the filtering capability */ |
| if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) |
| return TRUE; |
| |
| return FALSE; |
| } |
| |
| /* Check the render target capabilities of a format */ |
| static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat) |
| { |
| UINT Adapter = 0; |
| const GlPixelFormatDesc *glDesc; |
| const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); |
| |
| /* Fail if we weren't able to get a description of the format */ |
| if(!desc || !glDesc) |
| return FALSE; |
| |
| /* Filter out non-RT formats */ |
| if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) |
| return FALSE; |
| |
| if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { |
| WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs; |
| int it; |
| short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize; |
| short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize; |
| |
| getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize); |
| getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize); |
| |
| /* In backbuffer mode the front and backbuffer share the same WGL pixelformat. |
| * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */ |
| if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| /* Check if there is a WGL pixel format matching the requirements, the format should also be window |
| * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */ |
| for (it = 0; it < Adapters[Adapter].nCfgs; ++it) { |
| if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) { |
| TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat)); |
| return TRUE; |
| } |
| } |
| } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) { |
| /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */ |
| WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs; |
| int it; |
| |
| /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */ |
| for (it = 0; it < Adapters[Adapter].nCfgs; ++it) { |
| if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) { |
| TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat)); |
| return TRUE; |
| } |
| } |
| } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){ |
| /* For now return TRUE for FBOs until we have some proper checks. |
| * Note that this function will only be called when the format is around for texturing. */ |
| return TRUE; |
| } |
| return FALSE; |
| } |
| |
| static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat) |
| { |
| /* Check for supported sRGB formats (Texture loading and framebuffer) */ |
| if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) { |
| TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n"); |
| return FALSE; |
| } |
| |
| 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 TRUE; |
| |
| default: |
| TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat)); |
| return FALSE; |
| } |
| return FALSE; |
| } |
| |
| static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) |
| { |
| /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are |
| * doing the color fixup in shaders. |
| * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */ |
| if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) { |
| int vs_selected_mode; |
| int ps_selected_mode; |
| select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode); |
| |
| if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) { |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| } |
| } |
| |
| TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat)); |
| return FALSE; |
| } |
| |
| /* Check if a format support blending in combination with pixel shaders */ |
| static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat) |
| { |
| const GlPixelFormatDesc *glDesc; |
| const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); |
| |
| /* Fail if we weren't able to get a description of the format */ |
| if(!desc || !glDesc) |
| return FALSE; |
| |
| /* The flags entry of a format contains the post pixel shader blending capability */ |
| if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) |
| return TRUE; |
| |
| return FALSE; |
| } |
| |
| static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) { |
| /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported, |
| * but we have to report mipmapping so we cannot reject this flag. Tests show that |
| * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show |
| * that wrapping is supported. The lack of filtering will sort out the mipmapping |
| * capability anyway. |
| * |
| * For now lets report this on all formats, but in the future we may want to |
| * restrict it to some should games need that |
| */ |
| return TRUE; |
| } |
| |
| /* Check if a texture format is supported on the given adapter */ |
| static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat) |
| { |
| 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: |
| case WINED3DFMT_G16R16: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| |
| /***** |
| * supported: Palettized |
| */ |
| case WINED3DFMT_P8: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| /* No Windows driver offers A8P8, so don't offer it either */ |
| case WINED3DFMT_A8P8: |
| return FALSE; |
| |
| /***** |
| * Supported: (Alpha)-Luminance |
| */ |
| case WINED3DFMT_L8: |
| case WINED3DFMT_A8L8: |
| case WINED3DFMT_A4L4: |
| case WINED3DFMT_L16: |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| |
| /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */ |
| case WINED3DFMT_D16_LOCKABLE: |
| case WINED3DFMT_D16: |
| case WINED3DFMT_D15S1: |
| case WINED3DFMT_D24X8: |
| case WINED3DFMT_D24X4S4: |
| case WINED3DFMT_D24S8: |
| case WINED3DFMT_D24FS8: |
| case WINED3DFMT_D32: |
| case WINED3DFMT_D32F_LOCKABLE: |
| return FALSE; |
| |
| /***** |
| * 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: |
| if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || |
| GL_SUPPORT(ATI_FRAGMENT_SHADER)) { |
| return TRUE; |
| } |
| if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { |
| /* Shader emulated */ |
| return TRUE; |
| } |
| TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); |
| return FALSE; |
| |
| case WINED3DFMT_X8L8V8U8: |
| case WINED3DFMT_L6V5U5: |
| if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { |
| /* Shader emulated */ |
| return TRUE; |
| } |
| WARN_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| case WINED3DFMT_Q8W8V8U8: |
| case WINED3DFMT_V16U16: |
| if(GL_SUPPORT(NV_TEXTURE_SHADER)) { |
| WARN_(d3d_caps)("[Not supported, but pretended to do]\n"); |
| return TRUE; |
| } |
| if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { |
| /* Shader emulated */ |
| return TRUE; |
| } |
| TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n"); |
| return FALSE; |
| |
| /* 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 FALSE; |
| |
| case WINED3DFMT_DXT1: |
| case WINED3DFMT_DXT2: |
| case WINED3DFMT_DXT3: |
| case WINED3DFMT_DXT4: |
| case WINED3DFMT_DXT5: |
| if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| } |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| |
| /***** |
| * Odd formats - not supported |
| */ |
| case WINED3DFMT_VERTEXDATA: |
| case WINED3DFMT_INDEX16: |
| case WINED3DFMT_INDEX32: |
| case WINED3DFMT_Q16W16V16U16: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return FALSE; |
| |
| /***** |
| * WINED3DFMT_CxV8U8: Not supported right now |
| */ |
| case WINED3DFMT_CxV8U8: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return FALSE; |
| |
| /* YUV formats, not supported for now */ |
| case WINED3DFMT_UYVY: |
| case WINED3DFMT_YUY2: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return FALSE; |
| |
| /* Not supported */ |
| case WINED3DFMT_A16B16G16R16: |
| case WINED3DFMT_A8R3G3B2: |
| TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ |
| return FALSE; |
| |
| /* Floating point formats */ |
| case WINED3DFMT_R16F: |
| case WINED3DFMT_A16B16G16R16F: |
| if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) { |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| } |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| case WINED3DFMT_R32F: |
| case WINED3DFMT_A32B32G32R32F: |
| if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) { |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| } |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| case WINED3DFMT_G16R16F: |
| case WINED3DFMT_G32R32F: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support |
| * instancing. To query if the card supports instancing CheckDeviceFormat with the special format |
| * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value. |
| * We can do instancing with all shader versions, but we need vertex shaders. |
| * |
| * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once |
| * to enable instancing. WineD3D doesn't need that and just ignores it. |
| * |
| * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. |
| */ |
| case 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 TRUE; |
| } |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| /* Some weird FOURCC formats */ |
| case WINED3DFMT_R8G8_B8G8: |
| case WINED3DFMT_G8R8_G8B8: |
| case WINED3DFMT_MULTI2_ARGB8: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| |
| case WINED3DFMT_UNKNOWN: |
| return FALSE; |
| |
| default: |
| ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat)); |
| break; |
| } |
| return FALSE; |
| } |
| |
| static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat) |
| { |
| if (!GL_LIMITS(vertex_samplers)) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| |
| switch (CheckFormat) { |
| case WINED3DFMT_A32B32G32R32F: |
| if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) { |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| TRACE_(d3d_caps)("[OK]\n"); |
| return TRUE; |
| |
| default: |
| TRACE_(d3d_caps)("[FAILED]\n"); |
| return FALSE; |
| } |
| return FALSE; |
| } |
| |
| static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, |
| WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) { |
| IWineD3DImpl *This = (IWineD3DImpl *)iface; |
| DWORD UsageCaps = 0; |
| |
| 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(RType == WINED3DRTYPE_CUBETEXTURE) { |
| /* Cubetexture allows: |
| * - D3DUSAGE_AUTOGENMIPMAP |
| * - D3DUSAGE_DEPTHSTENCIL |
| * - D3DUSAGE_DYNAMIC |
| * - D3DUSAGE_NONSECURE (d3d9ex) |
| * - D3DUSAGE_RENDERTARGET |
| * - D3DUSAGE_SOFTWAREPROCESSING |
| * - D3DUSAGE_QUERY_WRAPANDMIP |
| */ |
| if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) { |
| /* Check if the texture format is around */ |
| if(CheckTextureCapability(Adapter, CheckFormat)) { |
| if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) { |
| /* Check for automatic mipmap generation support */ |
| if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) { |
| UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP; |
| } else { |
| /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */ |
| TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n"); |
| } |
| } |
| |
| /* Always report dynamic locking */ |
| if(Usage & WINED3DUSAGE_DYNAMIC) |
| UsageCaps |= WINED3DUSAGE_DYNAMIC; |
| |
| if(Usage & WINED3DUSAGE_RENDERTARGET) { |
| if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_RENDERTARGET; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Always report software processing */ |
| if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING) |
| UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING; |
| |
| /* Check QUERY_FILTER support */ |
| if(Usage & WINED3DUSAGE_QUERY_FILTER) { |
| if(CheckFilterCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_FILTER; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query filter support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_POSTPIXELSHADER_BLENDING support */ |
| if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { |
| if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_SRGBREAD support */ |
| if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) { |
| if(CheckSrgbReadCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_SRGBWRITE support */ |
| if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) { |
| if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_VERTEXTEXTURE support */ |
| if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { |
| if(CheckVertexTextureCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_WRAPANDMIP support */ |
| if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) { |
| if(CheckWrapAndMipCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No cube texture support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } else if(RType == WINED3DRTYPE_SURFACE) { |
| /* Surface allows: |
| * - D3DUSAGE_DEPTHSTENCIL |
| * - D3DUSAGE_NONSECURE (d3d9ex) |
| * - D3DUSAGE_RENDERTARGET |
| */ |
| |
| if(Usage & WINED3DUSAGE_DEPTHSTENCIL) { |
| if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| if(Usage & WINED3DUSAGE_RENDERTARGET) { |
| if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_RENDERTARGET; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_POSTPIXELSHADER_BLENDING support */ |
| if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { |
| if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| } else if(RType == WINED3DRTYPE_TEXTURE) { |
| /* Texture allows: |
| * - D3DUSAGE_AUTOGENMIPMAP |
| * - D3DUSAGE_DEPTHSTENCIL |
| * - D3DUSAGE_DMAP |
| * - D3DUSAGE_DYNAMIC |
| * - D3DUSAGE_NONSECURE (d3d9ex) |
| * - D3DUSAGE_RENDERTARGET |
| * - D3DUSAGE_SOFTWAREPROCESSING |
| * - D3DUSAGE_TEXTAPI (d3d9ex) |
| * - D3DUSAGE_QUERY_WRAPANDMIP |
| */ |
| |
| /* Check if the texture format is around */ |
| if(CheckTextureCapability(Adapter, CheckFormat)) { |
| if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) { |
| /* Check for automatic mipmap generation support */ |
| if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) { |
| UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP; |
| } else { |
| /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */ |
| TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n"); |
| } |
| } |
| |
| /* Always report dynamic locking */ |
| if(Usage & WINED3DUSAGE_DYNAMIC) |
| UsageCaps |= WINED3DUSAGE_DYNAMIC; |
| |
| if(Usage & WINED3DUSAGE_RENDERTARGET) { |
| if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_RENDERTARGET; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Always report software processing */ |
| if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING) |
| UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING; |
| |
| /* Check QUERY_FILTER support */ |
| if(Usage & WINED3DUSAGE_QUERY_FILTER) { |
| if(CheckFilterCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_FILTER; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query filter support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_LEGACYBUMPMAP support */ |
| if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) { |
| if(CheckBumpMapCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_POSTPIXELSHADER_BLENDING support */ |
| if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { |
| if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_SRGBREAD support */ |
| if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) { |
| if(CheckSrgbReadCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_SRGBWRITE support */ |
| if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) { |
| if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_VERTEXTEXTURE support */ |
| if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { |
| if(CheckVertexTextureCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_WRAPANDMIP support */ |
| if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) { |
| if(CheckWrapAndMipCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) { |
| if(Usage & WINED3DUSAGE_DEPTHSTENCIL) |
| UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) { |
| /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented. |
| * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too. |
| * |
| * Volumetexture allows: |
| * - D3DUSAGE_DYNAMIC |
| * - D3DUSAGE_NONSECURE (d3d9ex) |
| * - D3DUSAGE_SOFTWAREPROCESSING |
| * - D3DUSAGE_QUERY_WRAPANDMIP |
| */ |
| |
| /* Check volume texture and volume usage caps */ |
| if(GL_SUPPORT(EXT_TEXTURE3D)) { |
| if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) { |
| TRACE_(d3d_caps)("[FAILED] - Format not supported\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* Always report dynamic locking */ |
| if(Usage & WINED3DUSAGE_DYNAMIC) |
| UsageCaps |= WINED3DUSAGE_DYNAMIC; |
| |
| /* Always report software processing */ |
| if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING) |
| UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING; |
| |
| /* Check QUERY_FILTER support */ |
| if(Usage & WINED3DUSAGE_QUERY_FILTER) { |
| if(CheckFilterCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_FILTER; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query filter support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_POSTPIXELSHADER_BLENDING support */ |
| if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) { |
| if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_SRGBREAD support */ |
| if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) { |
| if(CheckSrgbReadCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_SRGBWRITE support */ |
| if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) { |
| if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_VERTEXTEXTURE support */ |
| if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) { |
| if(CheckVertexTextureCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Check QUERY_WRAPANDMIP support */ |
| if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) { |
| if(CheckWrapAndMipCapability(Adapter, CheckFormat)) { |
| UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| } else { |
| 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: |
| case WINED3DFMT_G16R16: |
| 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; |
| } |
| } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){ |
| /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */ |
| TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n"); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| /* 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; |
| } |
| |
| /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which |
| * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other |
| * usage flags match. */ |
| if(UsageCaps == Usage) { |
| return WINED3D_OK; |
| } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){ |
| return WINED3DOK_NOAUTOGEN; |
| } else { |
| TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps); |
| 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; |
| } |
| |
| static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) { |
| const shader_backend_t *ret; |
| int vs_selected_mode; |
| int ps_selected_mode; |
| |
| select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode); |
| if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) { |
| ret = &glsl_shader_backend; |
| } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE && |
| !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { |
| ret = &atifs_shader_backend; |
| } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) { |
| ret = &arb_program_shader_backend; |
| } else { |
| ret = &none_shader_backend; |
| } |
| return ret; |
| } |
| |
| /* 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; |
| struct shader_caps shader_caps; |
| const shader_backend_t *shader_backend; |
| |
| 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_MRTINDEPENDENTBITDEPTHS |
| WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING |
| WINED3DPMISCCAPS_FOGVERTEXCLAMPED */ |
| |
| if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) |
| pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND; |
| |
| 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_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_DESTALPHA | |
| WINED3DPBLENDCAPS_DESTCOLOR | |
| WINED3DPBLENDCAPS_INVDESTALPHA | |
| WINED3DPBLENDCAPS_INVDESTCOLOR | |
| WINED3DPBLENDCAPS_INVSRCALPHA | |
| WINED3DPBLENDCAPS_INVSRCCOLOR | |
| WINED3DPBLENDCAPS_ONE | |
| WINED3DPBLENDCAPS_SRCALPHA | |
| WINED3DPBLENDCAPS_SRCCOLOR | |
| WINED3DPBLENDCAPS_ZERO; |
| /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor, |
| * according to the glBlendFunc manpage |
| * |
| * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are |
| * legacy settings for srcblend only |
| */ |
| |
| if( GL_SUPPORT(EXT_BLEND_COLOR)) { |
| pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; |
| pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR; |
| } |
| |
| |
| 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->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; |
| |
| /* 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; |
| |
| pCaps->NumSimultaneousRTs = GL_LIMITS(buffers); |
| |
| pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | |
| WINED3DPTFILTERCAPS_MAGFPOINT | |
| WINED3DPTFILTERCAPS_MINFLINEAR | |
| WINED3DPTFILTERCAPS_MAGFLINEAR; |
| pCaps->VertexTextureFilterCaps = 0; |
| |
| memset(&shader_caps, 0, sizeof(shader_caps)); |
| shader_backend = select_shader_backend(Adapter, DeviceType); |
| shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps); |
| |
| /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */ |
| pCaps->PrimitiveMiscCaps |= shader_caps.PrimitiveMiscCaps; |
| |
| /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled. |
| * Ignore shader model capabilities if disabled in config |
| */ |
| if(vs_selected_mode == SHADER_NONE) { |
| TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n"); |
| pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0); |
| pCaps->MaxVertexShaderConst = 0; |
| } else { |
| pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion; |
| pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst; |
| } |
| |
| if(ps_selected_mode == SHADER_NONE) { |
| TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n"); |
| pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0); |
| pCaps->PixelShader1xMaxValue = 0.0; |
| } else { |
| pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion; |
| pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue; |
| } |
| |
| pCaps->TextureOpCaps = shader_caps.TextureOpCaps; |
| pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages; |
| pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures; |
| pCaps->VS20Caps = shader_caps.VS20Caps; |
| pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted; |
| pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots; |
| pCaps->PS20Caps = shader_caps.PS20Caps; |
| pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted; |
| pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots; |
| |
| /* The following caps are shader specific, but they are things we cannot detect, or which |
| * are the same among all shader models. So to avoid code duplication set the shader version |
| * specific, but otherwise constant caps here |
| */ |
| if(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; /* Minimum: 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; |
| } |
| |
| 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; |
| |
| return WINED3D_OK; |
| } |
| |
| /* 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; |
| WINED3DDISPLAYMODE mode; |
| 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); |
| list_init(&object->shaders); |
| |
| 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); |
| object->shader_backend = select_shader_backend(Adapter, DeviceType); |
| |
| /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader |
| * model can deal with that. It is essentially the same, just with adjusted |
| * Set*ShaderConstantF implementations |
| */ |
| if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) { |
| object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl; |
| } |
| |
| /* set the state of the device to valid */ |
| object->state = WINED3D_OK; |
| |
| /* Get the initial screen setup for ddraw */ |
| IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode); |
| |
| object->ddraw_width = mode.Width; |
| object->ddraw_height = mode.Height; |
| object->ddraw_format = mode.Format; |
| |
| 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 Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So |
| * the chance that other implementations support them is rather small since Win32 QuickTime uses |
| * DirectDraw, not OpenGL. |
| */ |
| if(gl_info->supported[APPLE_FENCE] && |
| gl_info->supported[APPLE_CLIENT_STORAGE] && |
| gl_info->supported[APPLE_FLUSH_RENDER] && |
| gl_info->supported[APPLE_YCBCR_422]) { |
| 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; |
| } |
| } |
| |
| #define GLINFO_LOCATION (*gl_info) |
| static void test_pbo_functionality(WineD3D_GL_Info *gl_info) { |
| /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs, |
| * but glTexSubImage from a PBO fails miserably, with the first line repeated over |
| * all the texture. This function detects this bug by its symptom and disables PBOs |
| * if the test fails. |
| * |
| * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA, |
| * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use |
| * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data |
| * read back is compared to the original. If they are equal PBOs are assumed to work, |
| * otherwise the PBO extension is disabled. |
| */ |
| GLuint texture, pbo; |
| static const unsigned int pattern[] = { |
| 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000, |
| 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff, |
| 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff, |
| 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff |
| }; |
| unsigned int check[sizeof(pattern) / sizeof(pattern[0])]; |
| |
| if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) { |
| /* No PBO -> No point in testing them */ |
| return; |
| } |
| |
| while(glGetError()); |
| glGenTextures(1, &texture); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); |
| checkGLcall("Specifying the PBO test texture\n"); |
| |
| GL_EXTCALL(glGenBuffersARB(1, &pbo)); |
| GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo)); |
| GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB)); |
| checkGLcall("Specifying the PBO test pbo\n"); |
| |
| glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); |
| checkGLcall("Loading the PBO test texture\n"); |
| |
| GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); |
| glFinish(); /* just to be sure */ |
| |
| memset(check, 0, sizeof(check)); |
| glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check); |
| checkGLcall("Reading back the PBO test texture\n"); |
| |
| glDeleteTextures(1, &texture); |
| GL_EXTCALL(glDeleteBuffersARB(1, &pbo)); |
| checkGLcall("PBO test cleanup\n"); |
| |
| if(memcmp(check, pattern, sizeof(check)) != 0) { |
| WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n"); |
| WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n"); |
| gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE; |
| } else { |
| TRACE_(d3d_caps)("PBO test successful\n"); |
| } |
| } |
| #undef GLINFO_LOCATION |
| |
| /* Certain applications(Steam) complain if we report an outdated driver version. In general, |
| * reporting a driver version is moot because we are not the Windows driver, and we have different |
| * bugs, features, etc. |
| * |
| * If a card is not found in this table, the gl driver version is reported |
| */ |
| struct driver_version_information { |
| WORD vendor; /* reported PCI card vendor ID */ |
| WORD card; /* reported PCI card device ID */ |
| WORD hipart_hi, hipart_lo; /* driver hiword to report */ |
| WORD lopart_hi, lopart_lo; /* driver loword to report */ |
| }; |
| |
| static const struct driver_version_information driver_version_table[] = { |
| /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */ |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 }, |
| {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 }, |
| |
| /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */ |
| {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 }, |
| {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 }, |
| {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 }, |
| {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 }, |
| {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 }, |
| {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 }, |
| |
| /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */ |
| }; |
| |
| static void fixup_extensions(WineD3D_GL_Info *gl_info) { |
| unsigned int i; |
| BOOL apple = implementation_is_apple(gl_info); |
| |
| if(apple) { |
| /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are |
| * used it falls back to software. While the compiler can detect if the shader uses all declared |
| * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader |
| * using relative addressing falls back to software. |
| * |
| * ARB vp gives the correct amount of uniforms, so use it instead of GLSL |
| */ |
| 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; |
| gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE; |
| } |
| } |
| |
| /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems |
| * with fixed function fragment processing. Ideally this flag should be detected with a test shader |
| * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones) |
| * do not like vertex shaders in feedback mode and return an error, even though it should be valid |
| * according to the spec. |
| * |
| * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This |
| * makes the shader slower and eats instruction slots which should be available to the d3d app. |
| * |
| * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist |
| * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If |
| * this workaround is activated on cards that do not need it, it won't break things, just affect |
| * performance negatively. |
| */ |
| if(gl_info->gl_vendor == VENDOR_INTEL || |
| (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) { |
| TRACE("Enabling vertex texture coord fixes in vertex shaders\n"); |
| gl_info->set_texcoord_w = TRUE; |
| } |
| } |
| |
| /* Find out if PBOs work as they are supposed to */ |
| test_pbo_functionality(gl_info); |
| |
| /* Fixup the driver version */ |
| for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) { |
| if(gl_info->gl_vendor == driver_version_table[i].vendor && |
| gl_info->gl_card == driver_version_table[i].card) { |
| TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card); |
| |
| gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi, |
| driver_version_table[i].lopart_lo); |
| gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi, |
| driver_version_table[i].hipart_lo); |
| break; |
| } |
| } |
| } |
| |
| void invalid_func(void *data) { |
| ERR("Invalid vertex attribute function called\n"); |
| DebugBreak(); |
| } |
| |
| #define GLINFO_LOCATION (Adapters[0].gl_info) |
| |
| /* Helper functions for providing vertex data to opengl. The arrays are initialized based on |
| * the extension detection and are used in drawStridedSlow |
| */ |
| static void position_d3dcolor(void *data) { |
| DWORD pos = *((DWORD *) data); |
| |
| FIXME("Add a test for fixed function position from d3dcolor type\n"); |
| glVertex4s(D3DCOLOR_B_R(pos), |
| D3DCOLOR_B_G(pos), |
| D3DCOLOR_B_B(pos), |
| D3DCOLOR_B_A(pos)); |
| } |
| static void position_float4(void *data) { |
| GLfloat *pos = (float *) data; |
| |
| if (pos[3] < eps && pos[3] > -eps) |
| glVertex3fv(pos); |
| else { |
| float w = 1.0 / pos[3]; |
| |
| glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w); |
| } |
| } |
| |
| static void diffuse_d3dcolor(void *data) { |
| DWORD diffuseColor = *((DWORD *) data); |
| |
| glColor4ub(D3DCOLOR_B_R(diffuseColor), |
| D3DCOLOR_B_G(diffuseColor), |
| D3DCOLOR_B_B(diffuseColor), |
| D3DCOLOR_B_A(diffuseColor)); |
| } |
| |
| static void specular_d3dcolor(void *data) { |
| DWORD specularColor = *((DWORD *) data); |
| |
| GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor), |
| D3DCOLOR_B_G(specularColor), |
| D3DCOLOR_B_B(specularColor)); |
| } |
| static void warn_no_specular_func(void *data) { |
| WARN("GL_EXT_secondary_color not supported\n"); |
| } |
| |
| void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) { |
| position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv; |
| position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4; |
| position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor; |
| position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv; |
| position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; |
| position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; |
| |
| diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv; |
| diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv; |
| diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor; |
| diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv; |
| diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv; |
| diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv; |
| diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; |
| diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; |
| |
| /* No 4 component entry points here */ |
| specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; |
| if(GL_SUPPORT(EXT_SECONDARY_COLOR)) { |
| specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT); |
| } else { |
| specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func; |
| } |
| specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func; |
| if(GL_SUPPORT(EXT_SECONDARY_COLOR)) { |
| specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor; |
| } else { |
| specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func; |
| } |
| specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; |
| specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; |
| |
| /* Only 3 component entry points here. Test how others behave. Float4 normals are used |
| * by one of our tests, trying to pass it to the pixel shader, which fails on Windows. |
| */ |
| normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv; |
| normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */ |
| normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; |
| normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; |
| } |
| |
| #define PUSH1(att) attribs[nAttribs++] = (att); |
| 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 Adapters[0].opengl; |
| |
| TRACE("Initializing adapters\n"); |
| |
| if(!mod_gl) { |
| #ifdef USE_WIN32_OPENGL |
| #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn); |
| mod_gl = LoadLibraryA("opengl32.dll"); |
| if(!mod_gl) { |
| ERR("Can't load opengl32.dll!\n"); |
| goto nogl_adapter; |
| } |
| #else |
| #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn); |
| /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */ |
| mod_gl = GetModuleHandleA("gdi32.dll"); |
| #endif |
| } |
| |
| /* Load WGL core functions from opengl32.dll */ |
| #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn); |
| WGL_FUNCS_GEN; |
| #undef USE_WGL_FUNC |
| |
| if(!pwglGetProcAddress) { |
| ERR("Unable to load wglGetProcAddress!\n"); |
| goto nogl_adapter; |
| } |
| |
| /* Dynamically load all GL core functions */ |
| GL_FUNCS_GEN; |
| #undef USE_GL_FUNC |
| |
| /* For now only one default adapter */ |
| { |
| int iPixelFormat; |
| int attribs[10]; |
| int values[10]; |
| int nAttribs = 0; |
| int res; |
| WineD3D_PixelFormat *cfgs; |
| int attribute; |
| DISPLAY_DEVICEW DisplayDevice; |
| HDC hdc; |
| |
| TRACE("Initializing default adapter\n"); |
| Adapters[0].num = 0; |
| Adapters[0].monitorPoint.x = -1; |
| Adapters[0].monitorPoint.y = -1; |
| |
| if (!WineD3D_CreateFakeGLContext()) { |
| ERR("Failed to get a gl context for default adapter\n"); |
| WineD3D_ReleaseFakeGLContext(); |
| goto nogl_adapter; |
| } |
| |
| ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info); |
| if(!ret) { |
| ERR("Failed to initialize gl caps for default adapter\n"); |
| WineD3D_ReleaseFakeGLContext(); |
| goto nogl_adapter; |
| } |
| ret = initPixelFormats(&Adapters[0].gl_info); |
| if(!ret) { |
| ERR("Failed to init gl formats\n"); |
| WineD3D_ReleaseFakeGLContext(); |
| goto nogl_adapter; |
| } |
| |
| hdc = pwglGetCurrentDC(); |
| if(!hdc) { |
| ERR("Failed to get gl HDC\n"); |
| WineD3D_ReleaseFakeGLContext(); |
| goto nogl_adapter; |
| } |
| |
| 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) |
| PUSH1(WGL_DRAW_TO_WINDOW_ARB) |
| PUSH1(WGL_PIXEL_TYPE_ARB) |
| PUSH1(WGL_DOUBLE_BUFFER_ARB) |
| PUSH1(WGL_AUX_BUFFERS_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]; |
| cfgs->windowDrawable = values[6]; |
| cfgs->iPixelType = values[7]; |
| cfgs->doubleBuffer = values[8]; |
| cfgs->auxBuffers = values[9]; |
| |
| cfgs->pbufferDrawable = FALSE; |
| /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */ |
| if(GL_SUPPORT(WGL_ARB_PBUFFER)) { |
| int attrib = WGL_DRAW_TO_PBUFFER_ARB; |
| int value; |
| if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value))) |
| cfgs->pbufferDrawable = value; |
| } |
| |
| cfgs->numSamples = 0; |
| /* Check multisample support */ |
| if(GL_SUPPORT(ARB_MULTISAMPLE)) { |
| int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB}; |
| int value[2]; |
| if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) { |
| /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported. |
| * value[1] = number of multi sample buffers*/ |
| if(value[0]) |
| cfgs->numSamples = value[1]; |
| } |
| } |
| |
| TRACE("iPixelFormat=%d, iPixelType=%#x, RGBA=%d/%d/%d/%d, doubleBuffer=%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable); |
| cfgs++; |
| } |
| |
| fixup_extensions(&Adapters[0].gl_info); |
| |
| WineD3D_ReleaseFakeGLContext(); |
| |
| 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); |
| fillGLAttribFuncs(&Adapters[0].gl_info); |
| init_type_lookup(&Adapters[0].gl_info); |
| Adapters[0].opengl = TRUE; |
| } |
| numAdapters = 1; |
| TRACE("%d adapters successfully initialized\n", numAdapters); |
| |
| return TRUE; |
| |
| nogl_adapter: |
| /* Initialize an adapter for ddraw-only memory counting */ |
| memset(Adapters, 0, sizeof(Adapters)); |
| Adapters[0].num = 0; |
| Adapters[0].opengl = FALSE; |
| Adapters[0].monitorPoint.x = -1; |
| Adapters[0].monitorPoint.y = -1; |
| |
| Adapters[0].driver = "Display"; |
| Adapters[0].description = "WineD3D DirectDraw Emulation"; |
| if(wined3d_settings.emulated_textureram) { |
| Adapters[0].TextureRam = wined3d_settings.emulated_textureram; |
| } else { |
| Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */ |
| } |
| |
| numAdapters = 1; |
| return FALSE; |
| } |
| #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 |
| }; |