reactos/dll/directx/wine/wined3d/directx.c
Joachim Henze 81cffd7658 [D3D8][D3D9][DDRAW][D3DCOMPILER_43][WINED3D] Revert to Wine Staging 3.3
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652

This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D
to WineStaging 3.3.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.
Amine Khaldi agreed to perform this revert also for master now.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

squashed commit of 0.4.13-RC-2-g
67dd70e5ef
and 0.4.13-RC-3-g
9f1e2cd172
2019-10-03 18:38:29 +02:00

6842 lines
331 KiB
C

/*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include <stdio.h>
#include "wined3d_private.h"
#include "wine/winternl.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define DEFAULT_REFRESH_RATE 0
/* The driver names reflect the lowest GPU supported
* by a certain driver, so DRIVER_AMD_R300 supports
* R3xx, R4xx and R5xx GPUs. */
enum wined3d_display_driver
{
DRIVER_AMD_RAGE_128PRO,
DRIVER_AMD_R100,
DRIVER_AMD_R300,
DRIVER_AMD_R600,
DRIVER_AMD_RX,
DRIVER_INTEL_GMA800,
DRIVER_INTEL_GMA900,
DRIVER_INTEL_GMA950,
DRIVER_INTEL_GMA3000,
DRIVER_INTEL_HD4000,
DRIVER_NVIDIA_TNT,
DRIVER_NVIDIA_GEFORCE2MX,
DRIVER_NVIDIA_GEFORCEFX,
DRIVER_NVIDIA_GEFORCE6,
DRIVER_NVIDIA_GEFORCE8,
DRIVER_VMWARE,
DRIVER_UNKNOWN
};
enum wined3d_driver_model
{
DRIVER_MODEL_GENERIC,
DRIVER_MODEL_WIN9X,
DRIVER_MODEL_NT40,
DRIVER_MODEL_NT5X,
DRIVER_MODEL_NT6X
};
enum wined3d_gl_vendor
{
GL_VENDOR_UNKNOWN,
GL_VENDOR_APPLE,
GL_VENDOR_FGLRX,
GL_VENDOR_MESA,
GL_VENDOR_NVIDIA,
};
enum wined3d_d3d_level
{
WINED3D_D3D_LEVEL_5,
WINED3D_D3D_LEVEL_6,
WINED3D_D3D_LEVEL_7,
WINED3D_D3D_LEVEL_8,
WINED3D_D3D_LEVEL_9_SM2,
WINED3D_D3D_LEVEL_9_SM3,
WINED3D_D3D_LEVEL_10,
WINED3D_D3D_LEVEL_11,
WINED3D_D3D_LEVEL_COUNT
};
/* The d3d device ID */
static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
/* Extension detection */
struct wined3d_extension_map
{
const char *extension_string;
enum wined3d_gl_extension extension;
};
static const struct wined3d_extension_map gl_extension_map[] =
{
/* APPLE */
{"GL_APPLE_fence", APPLE_FENCE },
{"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
{"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
{"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
/* ARB */
{"GL_ARB_base_instance", ARB_BASE_INSTANCE },
{"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
{"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
{"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
{"GL_ARB_clip_control", ARB_CLIP_CONTROL },
{"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
{"GL_ARB_compute_shader", ARB_COMPUTE_SHADER },
{"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH },
{"GL_ARB_copy_buffer", ARB_COPY_BUFFER },
{"GL_ARB_copy_image", ARB_COPY_IMAGE },
{"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
{"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
{"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
{"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
{"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
{"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
{"GL_ARB_draw_indirect", ARB_DRAW_INDIRECT },
{"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
{"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
{"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY },
{"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION },
{"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS},
{"GL_ARB_fragment_layer_viewport", ARB_FRAGMENT_LAYER_VIEWPORT },
{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
{"GL_ARB_framebuffer_no_attachments", ARB_FRAMEBUFFER_NO_ATTACHMENTS},
{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
{"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
{"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
{"GL_ARB_gpu_shader5", ARB_GPU_SHADER5 },
{"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
{"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
{"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS },
{"GL_ARB_internalformat_query", ARB_INTERNALFORMAT_QUERY },
{"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
{"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
{"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
{"GL_ARB_multisample", ARB_MULTISAMPLE },
{"GL_ARB_multitexture", ARB_MULTITEXTURE },
{"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
{"GL_ARB_pipeline_statistics_query", ARB_PIPELINE_STATISTICS_QUERY },
{"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
{"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
{"GL_ARB_point_sprite", ARB_POINT_SPRITE },
{"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
{"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
{"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
{"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS },
{"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
{"GL_ARB_shader_image_load_store", ARB_SHADER_IMAGE_LOAD_STORE },
{"GL_ARB_shader_image_size", ARB_SHADER_IMAGE_SIZE },
{"GL_ARB_shader_storage_buffer_object", ARB_SHADER_STORAGE_BUFFER_OBJECT},
{"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
{"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
{"GL_ARB_shading_language_420pack", ARB_SHADING_LANGUAGE_420PACK },
{"GL_ARB_shading_language_packing", ARB_SHADING_LANGUAGE_PACKING },
{"GL_ARB_shadow", ARB_SHADOW },
{"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING },
{"GL_ARB_sync", ARB_SYNC },
{"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER },
{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
{"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT },
{"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE },
{"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
{"GL_ARB_texture_compression_bptc", ARB_TEXTURE_COMPRESSION_BPTC },
{"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
{"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
{"GL_ARB_texture_cube_map_array", ARB_TEXTURE_CUBE_MAP_ARRAY },
{"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
{"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
{"GL_ARB_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
{"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
{"GL_ARB_texture_gather", ARB_TEXTURE_GATHER },
{"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
{"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
{"GL_ARB_texture_multisample", ARB_TEXTURE_MULTISAMPLE },
{"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
{"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS },
{"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
{"GL_ARB_texture_rg", ARB_TEXTURE_RG },
{"GL_ARB_texture_rgb10_a2ui", ARB_TEXTURE_RGB10_A2UI },
{"GL_ARB_texture_storage", ARB_TEXTURE_STORAGE },
{"GL_ARB_texture_storage_multisample", ARB_TEXTURE_STORAGE_MULTISAMPLE},
{"GL_ARB_texture_swizzle", ARB_TEXTURE_SWIZZLE },
{"GL_ARB_texture_view", ARB_TEXTURE_VIEW },
{"GL_ARB_timer_query", ARB_TIMER_QUERY },
{"GL_ARB_transform_feedback2", ARB_TRANSFORM_FEEDBACK2 },
{"GL_ARB_transform_feedback3", ARB_TRANSFORM_FEEDBACK3 },
{"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT },
{"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
{"GL_ARB_vertex_blend", ARB_VERTEX_BLEND },
{"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
{"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
{"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
{"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV},
{"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY },
/* ATI */
{"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
{"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
{"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
{"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
{"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
/* EXT */
{"GL_EXT_blend_color", EXT_BLEND_COLOR },
{"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
{"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
{"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
{"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
{"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
{"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
{"GL_EXT_fog_coord", EXT_FOG_COORD },
{"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
{"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
{"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
{"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
{"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
{"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
{"GL_EXT_packed_float", EXT_PACKED_FLOAT },
{"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
{"GL_EXT_polygon_offset_clamp", EXT_POLYGON_OFFSET_CLAMP },
{"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
{"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
{"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
{"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
{"GL_EXT_texture3D", EXT_TEXTURE3D },
{"GL_EXT_texture_array", EXT_TEXTURE_ARRAY },
{"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
{"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
{"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
{"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
{"GL_EXT_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
{"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER },
{"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
{"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
{"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT },
{"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
{"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
{"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
{"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA },
/* NV */
{"GL_NV_fence", NV_FENCE },
{"GL_NV_fog_distance", NV_FOG_DISTANCE },
{"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
{"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
{"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
{"GL_NV_half_float", NV_HALF_FLOAT },
{"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
{"GL_NV_point_sprite", NV_POINT_SPRITE },
{"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
{"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
{"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
{"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
{"GL_NV_texture_shader", NV_TEXTURE_SHADER },
{"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
{"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
{"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
{"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
{"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
{"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
{"GL_NVX_gpu_memory_info", NVX_GPU_MEMORY_INFO },
};
static const struct wined3d_extension_map wgl_extension_map[] =
{
{"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
{"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
{"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
{"WGL_WINE_query_renderer", WGL_WINE_QUERY_RENDERER },
};
/**********************************************************
* Utility functions follow
**********************************************************/
const struct min_lookup minMipLookup[] =
{
/* NONE POINT LINEAR */
{{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
{{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
{{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
};
const GLenum magLookup[] =
{
/* NONE POINT LINEAR */
GL_NEAREST, GL_NEAREST, GL_LINEAR,
};
static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
{
const struct wined3d_gl_info *gl_info = ctx->gl_info;
TRACE("Destroying caps GL context.\n");
/* Both glDeleteProgram and glDeleteBuffers silently ignore 0 IDs but
* this function might be called before the relevant function pointers
* in gl_info are initialized. */
if (ctx->test_program_id || ctx->test_vbo)
{
GL_EXTCALL(glDeleteProgram(ctx->test_program_id));
GL_EXTCALL(glDeleteBuffers(1, &ctx->test_vbo));
}
if (!wglMakeCurrent(NULL, NULL))
ERR("Failed to disable caps GL context.\n");
if (!wglDeleteContext(ctx->gl_ctx))
{
DWORD err = GetLastError();
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
}
wined3d_release_dc(ctx->wnd, ctx->dc);
DestroyWindow(ctx->wnd);
if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
ERR("Failed to restore previous GL context.\n");
}
static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
struct wined3d_gl_info *gl_info)
{
HGLRC new_ctx;
if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
return TRUE;
if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL)))
{
gl_info->p_wglCreateContextAttribsARB = NULL;
return FALSE;
}
if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
{
ERR("Failed to make new context current, last error %#x.\n", GetLastError());
if (!wglDeleteContext(new_ctx))
ERR("Failed to delete new context, last error %#x.\n", GetLastError());
gl_info->p_wglCreateContextAttribsARB = NULL;
return TRUE;
}
if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
ERR("Failed to delete old context, last error %#x.\n", GetLastError());
caps_gl_ctx->gl_ctx = new_ctx;
return TRUE;
}
static BOOL wined3d_caps_gl_ctx_create(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
{
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
TRACE("getting context...\n");
ctx->restore_dc = wglGetCurrentDC();
ctx->restore_gl_ctx = wglGetCurrentContext();
/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
if (!ctx->wnd)
{
ERR("Failed to create a window.\n");
goto fail;
}
ctx->dc = GetDC(ctx->wnd);
if (!ctx->dc)
{
ERR("Failed to get a DC.\n");
goto fail;
}
/* PixelFormat selection */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
{
/* If this happens something is very wrong as ChoosePixelFormat barely fails. */
ERR("Failed to find a suitable pixel format.\n");
goto fail;
}
DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
/* Create a GL context. */
if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
{
WARN("Failed to create default context for capabilities initialization.\n");
goto fail;
}
/* Make it the current GL context. */
if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
{
ERR("Failed to make caps GL context current.\n");
goto fail;
}
ctx->gl_info = &adapter->gl_info;
return TRUE;
fail:
if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
ctx->gl_ctx = NULL;
if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
ctx->dc = NULL;
if (ctx->wnd) DestroyWindow(ctx->wnd);
ctx->wnd = NULL;
if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
ERR("Failed to restore previous GL context.\n");
return FALSE;
}
/* Adjust the amount of used texture memory */
UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount)
{
adapter->vram_bytes_used += amount;
TRACE("Adjusted used adapter memory by 0x%s to 0x%s.\n",
wine_dbgstr_longlong(amount),
wine_dbgstr_longlong(adapter->vram_bytes_used));
return adapter->vram_bytes_used;
}
static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
{
heap_free(adapter->gl_info.formats);
heap_free(adapter->cfgs);
}
ULONG CDECL wined3d_incref(struct wined3d *wined3d)
{
ULONG refcount = InterlockedIncrement(&wined3d->ref);
TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
return refcount;
}
ULONG CDECL wined3d_decref(struct wined3d *wined3d)
{
ULONG refcount = InterlockedDecrement(&wined3d->ref);
TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
if (!refcount)
{
unsigned int i;
for (i = 0; i < wined3d->adapter_count; ++i)
{
wined3d_adapter_cleanup(&wined3d->adapters[i]);
}
heap_free(wined3d);
}
return refcount;
}
/* Context activation is done by the caller. */
static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
{
GLuint prog;
BOOL ret = FALSE;
static const char testcode[] =
"!!ARBvp1.0\n"
"PARAM C[66] = { program.env[0..65] };\n"
"ADDRESS A0;"
"PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
"ARL A0.x, zero.x;\n"
"MOV result.position, C[A0.x + 65];\n"
"END\n";
while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog) {
ERR("Failed to create an ARB offset limit test program\n");
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
if (gl_info->gl_ops.gl.p_glGetError())
{
TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
} else TRACE("OpenGL implementation allows offsets > 63\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("ARB vp offset limit test cleanup");
return ret;
}
static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_9500) return TRUE;
if (device == CARD_AMD_RADEON_X700) return TRUE;
if (device == CARD_AMD_RADEON_X1600) return TRUE;
return FALSE;
}
static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor == HW_VENDOR_NVIDIA)
{
if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
device == CARD_NVIDIA_GEFORCEFX_5600 ||
device == CARD_NVIDIA_GEFORCEFX_5800)
{
return TRUE;
}
}
return FALSE;
}
static BOOL match_apple(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
*
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL.
*
* This test has been moved into wined3d_guess_gl_vendor()
*/
return gl_vendor == GL_VENDOR_APPLE;
}
/* Context activation is done by the caller. */
static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
{
/* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
* but glTexSubImage from a PBO fails miserably, with the first line repeated over
* all the texture. This function detects this bug by its symptom and disables PBOs
* if the test fails.
*
* The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
* GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
* for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
* read back is compared to the original. If they are equal PBOs are assumed to work,
* otherwise the PBO extension is disabled. */
GLuint texture, pbo;
static const unsigned int pattern[] =
{
0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
};
unsigned int check[ARRAY_SIZE(pattern)];
/* No PBO -> No point in testing them. */
if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
while (gl_info->gl_ops.gl.p_glGetError());
gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
checkGLcall("Specifying the PBO test texture");
GL_EXTCALL(glGenBuffers(1, &pbo));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW));
checkGLcall("Specifying the PBO test pbo");
gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("Loading the PBO test texture");
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
memset(check, 0, sizeof(check));
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
checkGLcall("Reading back the PBO test texture");
gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
GL_EXTCALL(glDeleteBuffers(1, &pbo));
checkGLcall("PBO test cleanup");
if (memcmp(check, pattern, sizeof(check)))
{
WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
"Disabling PBOs. This may result in slower performance.\n");
gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
}
else
{
TRACE("PBO test successful.\n");
}
}
static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
}
static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_X1600) return FALSE;
return TRUE;
}
static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
* 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
* This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
* varyings and we subtract one in dx9 shaders it's not going to hurt us because the dx9 limit is
* hardcoded
*
* dx10 cards usually have 64 varyings */
return gl_info->limits.glsl_varyings > 44;
}
static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return !match_dx10_capable(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device);
}
/* A GL context is provided by the caller */
static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
GLenum error;
DWORD data[16];
if (!gl_info->supported[EXT_SECONDARY_COLOR])
return FALSE;
while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
error = gl_info->gl_ops.gl.p_glGetError();
if (error == GL_NO_ERROR)
{
TRACE("GL Implementation accepts 4 component specular color pointers\n");
return TRUE;
}
else
{
TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
debug_glerror(error));
return FALSE;
}
}
/* A GL context is provided by the caller */
static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
GLuint prog;
BOOL ret = FALSE;
GLint pos;
static const char testcode[] =
"!!ARBvp1.0\n"
"OPTION NV_vertex_program2;\n"
"MOV result.clip[0], 0.0;\n"
"MOV result.position, 0.0;\n"
"END\n";
if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
while (gl_info->gl_ops.gl.p_glGetError());
GL_EXTCALL(glGenProgramsARB(1, &prog));
if(!prog)
{
ERR("Failed to create the NVvp clip test program\n");
return FALSE;
}
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(testcode), testcode));
gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
if(pos != -1)
{
WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
ret = TRUE;
while (gl_info->gl_ops.gl.p_glGetError());
}
else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
return ret;
}
/* Context activation is done by the caller. */
static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
char data[4 * 4 * 4];
GLuint tex, fbo;
GLenum status;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
memset(data, 0xcc, sizeof(data));
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
checkGLcall("glCheckFramebufferStatus");
memset(data, 0x11, sizeof(data));
gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glTexSubImage2D");
gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
return *(DWORD *)data == 0x11111111;
}
/* Context activation is done by the caller. */
static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
/* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
* This leads to graphical bugs in Half Life 2 and Unreal engine games. */
GLuint tex;
GLint size;
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
checkGLcall("glTexImage2D");
gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
checkGLcall("glGetTexLevelParameteriv");
TRACE("Real color depth is %d\n", size);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glBindTexture");
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
checkGLcall("glDeleteTextures");
return size < 16;
}
static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return gl_vendor == GL_VENDOR_FGLRX;
}
static BOOL match_r200(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (card_vendor != HW_VENDOR_AMD) return FALSE;
if (device == CARD_AMD_RADEON_8500) return TRUE;
return FALSE;
}
static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
DWORD data[4];
GLuint tex, fbo;
GLenum status;
float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
GLuint prog;
GLint err_pos;
static const char program_code[] =
"!!ARBfp1.0\n"
"OPTION ARB_fog_linear;\n"
"MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
"END\n";
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return FALSE;
if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
return FALSE;
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
checkGLcall("glCheckFramebufferStatus");
gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
checkGLcall("glViewport");
gl_info->gl_ops.gl.p_glEnable(GL_FOG);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
checkGLcall("fog setup");
GL_EXTCALL(glGenProgramsARB(1, &prog));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(program_code), program_code));
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("Test fragment program setup");
gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
if (err_pos != -1)
{
const char *error_str;
error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
}
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("ARBfp fog test draw");
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
data[0] &= 0x00ffffff;
data[1] &= 0x00ffffff;
data[2] &= 0x00ffffff;
data[3] &= 0x00ffffff;
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
gl_info->gl_ops.gl.p_glDisable(GL_FOG);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("ARBfp fog test teardown");
TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
}
static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl_info,
struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
if (!gl_info->supported[ARB_VIEWPORT_ARRAY])
return FALSE;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return FALSE;
return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx);
}
static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
{
/* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
* Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
* allow 48 different offsets or other helper immediate values. */
TRACE("Reserving 12 GLSL constants for compiler private use.\n");
gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
}
static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
{
/* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
* these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
* If real NP2 textures are used, the driver falls back to software. We could just remove the
* extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
* due to the non-normalized texture coordinates. Thus set an internal extension flag,
* GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
* as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
*
* fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
* has this extension promoted to core. The extension loading code sets this extension supported
* due to that, so this code works on fglrx as well. */
if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
}
}
static void quirk_no_np2(struct wined3d_gl_info *gl_info)
{
/* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
* doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
* This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
* within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
* FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
* We therefore completely remove ARB_tex_npot from the list of supported extensions.
*
* Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
* triggering the software fallback. There is not much we can do here apart from disabling the
* software-emulated extension and re-enable ARB_tex_rect (which was previously disabled
* in wined3d_adapter_init_gl_caps).
* This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
* post-processing effects in the game "Max Payne 2").
* The behaviour can be verified through a simple test app attached in bugreport #14724. */
TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
}
static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
{
/* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
* with fixed function fragment processing. Ideally this flag should be detected with a test shader
* and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
* do not like vertex shaders in feedback mode and return an error, even though it should be valid
* according to the spec.
*
* We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
* makes the shader slower and eats instruction slots which should be available to the d3d app.
*
* ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
* all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
* this workaround is activated on cards that do not need it, it won't break things, just affect
* performance negatively. */
TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
}
static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
}
static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
}
static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
}
static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
}
static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
}
static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
}
static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
{
/* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
selected texture formats. They are apparently the only DX9 class GPUs
supporting VTF.
Also, DX9-era GPUs are somewhat limited with float textures
filtering and blending. */
gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
}
static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
{
/* The Mesa r200 driver (and there is no other driver for this GPU Wine would run on)
* loads some fog parameters (start, end, exponent, but not the color) into the
* program.
*
* Apparently the fog hardware is only able to handle linear fog with a range of 0.0;1.0,
* and it is the responsibility of the vertex pipeline to handle non-linear fog and
* linear fog with start and end other than 0.0 and 1.0. */
TRACE("Reserving 1 ARB constant for compiler private use.\n");
gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
}
static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
}
static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info)
{
if (gl_info->supported[ARB_CLIP_CONTROL])
{
TRACE("Disabling ARB_clip_control.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
}
struct driver_quirk
{
BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
void (*apply)(struct wined3d_gl_info *gl_info);
const char *description;
};
static const struct driver_quirk quirk_table[] =
{
{
match_amd_r300_to_500,
quirk_amd_dx9,
"AMD normalized texrect quirk"
},
{
match_apple,
quirk_apple_glsl_constants,
"Apple GLSL uniform override"
},
{
match_geforce5,
quirk_no_np2,
"Geforce 5 NP2 disable"
},
{
match_apple_intel,
quirk_texcoord_w,
"Init texcoord .w for Apple Intel GPU driver"
},
{
match_apple_nonr500ati,
quirk_texcoord_w,
"Init texcoord .w for Apple ATI >= r600 GPU driver"
},
{
match_dx10_capable,
quirk_clip_varying,
"Reserved varying for gl_ClipPos"
},
{
/* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
* GL implementations accept it. The Mac GL is the only implementation known to
* reject it.
*
* If we can pass 4 component specular colors, do it, because (a) we don't have
* to screw around with the data, and (b) the D3D fixed function vertex pipeline
* passes specular alpha to the pixel shader if any is used. Otherwise the
* specular alpha is used to pass the fog coordinate, which we pass to opengl
* via GL_EXT_fog_coord.
*/
match_allows_spec_alpha,
quirk_allows_specular_alpha,
"Allow specular alpha quirk"
},
{
match_broken_nv_clip,
quirk_disable_nvvp_clip,
"Apple NV_vertex_program clip bug quirk"
},
{
match_fbo_tex_update,
quirk_fbo_tex_update,
"FBO rebind for attachment updates"
},
{
match_broken_rgba16,
quirk_broken_rgba16,
"True RGBA16 is not available"
},
{
match_fglrx,
quirk_infolog_spam,
"Not printing GLSL infolog"
},
{
match_not_dx10_capable,
quirk_limited_tex_filtering,
"Texture filtering, blending and VTF support is limited"
},
{
match_r200,
quirk_r200_constants,
"r200 vertex shader constants"
},
{
match_broken_arb_fog,
quirk_broken_arb_fog,
"ARBfp fogstart == fogend workaround"
},
{
match_broken_viewport_subpixel_bits,
quirk_broken_viewport_subpixel_bits,
"Nvidia viewport subpixel bits bug"
},
};
/* Certain applications (Steam) complain if we report an outdated driver version. In general,
* reporting a driver version is moot because we are not the Windows driver, and we have different
* bugs, features, etc.
*
* The driver version has the form "x.y.z.w".
*
* "x" is the Windows version the driver is meant for:
* 4 -> 95/98/NT4
* 5 -> 2000
* 6 -> 2000/XP
* 7 -> Vista
* 8 -> Win 7
*
* "y" is the maximum Direct3D version the driver supports.
* y -> d3d version mapping:
* 11 -> d3d6
* 12 -> d3d7
* 13 -> d3d8
* 14 -> d3d9
* 15 -> d3d10
* 16 -> d3d10.1
* 17 -> d3d11
*
* "z" is the subversion number.
*
* "w" is the vendor specific driver build number.
*/
struct driver_version_information
{
enum wined3d_display_driver driver;
enum wined3d_driver_model driver_model;
const char *driver_name; /* name of Windows driver */
WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
};
/* The driver version table contains driver information for different devices on several OS versions. */
static const struct driver_version_information driver_version_table[] =
{
/* AMD
* - Radeon HD2x00 (R600) and up supported by current drivers.
* - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
* - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
* - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
{DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
{DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
{DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
{DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 17, 10, 1280},
{DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
{DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 17, 10, 1280},
{DRIVER_AMD_RX, DRIVER_MODEL_NT6X, "aticfx32.dll", 17, 10, 1474},
/* Intel
* The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
* drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
* igxprd32.dll but the GMA800 driver was never updated. */
{DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
{DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
{DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
{DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
{DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
{DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
{DRIVER_INTEL_HD4000, DRIVER_MODEL_NT6X, "igdumdim32.dll", 19, 15, 4352},
/* Nvidia
* - Geforce8 and newer is supported by the current 340.52 driver on XP-Win8
* - Geforce6 and 7 support is up to 307.83 on XP-Win8
* - GeforceFX support is up to 173.x on <= XP
* - Geforce2MX/3/4 up to 96.x on <= XP
* - TNT/Geforce1/2 up to 71.x on <= XP
* All version numbers used below are from the Linux nvidia drivers. */
{DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
{DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
{DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
{DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 783},
{DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT5X, "nv4_disp.dll", 18, 13, 4052},
{DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 783},
{DRIVER_NVIDIA_GEFORCE8, DRIVER_MODEL_NT6X, "nvd3dum.dll", 18, 13, 4052},
/* VMware */
{DRIVER_VMWARE, DRIVER_MODEL_NT5X, "vm3dum.dll", 14, 1, 1134},
};
struct gpu_description
{
WORD vendor; /* reported PCI card vendor ID */
WORD card; /* reported PCI card device ID */
const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
enum wined3d_display_driver driver;
unsigned int vidmem;
};
/* The amount of video memory stored in the gpu description table is the minimum amount of video memory
* found on a board containing a specific GPU. */
static const struct gpu_description gpu_description_table[] =
{
/* Nvidia cards */
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_128, "NVIDIA RIVA 128", DRIVER_NVIDIA_TNT, 4 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8200, "NVIDIA GeForce 8200", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE8, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE8, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8500GT, "NVIDIA GeForce 8500 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE8, 320 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE8, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9300, "NVIDIA GeForce 9300", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE8, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9700MGT, "NVIDIA GeForce 9700M GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS250, "NVIDIA GeForce GTS 250", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE8, 896 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_315M, "NVIDIA GeForce 315M", DRIVER_NVIDIA_GEFORCE8, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_320M, "NVIDIA GeForce 320M", DRIVER_NVIDIA_GEFORCE8, 256},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_410M, "NVIDIA GeForce 410M", DRIVER_NVIDIA_GEFORCE8, 512},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT425M, "NVIDIA GeForce GT 425M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE8, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE8, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE8, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE8, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT525M, "NVIDIA GeForce GT 525M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560M, "NVIDIA GeForce GTX 560M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE8, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE8, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660M, "NVIDIA GeForce GTX 660M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX675MX, "NVIDIA GeForce GTX 675MX", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX690, "NVIDIA GeForce GTX 690", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT730, "NVIDIA GeForce GT 730", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT730M, "NVIDIA GeForce GT 730M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT740M, "NVIDIA GeForce GT 740M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT750M, "NVIDIA GeForce GT 750M", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750, "NVIDIA GeForce GTX 750", DRIVER_NVIDIA_GEFORCE8, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX750TI, "NVIDIA GeForce GTX 750 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX760, "NVIDIA GeForce GTX 760", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX760TI, "NVIDIA GeForce GTX 760 Ti", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX765M, "NVIDIA GeForce GTX 765M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770, "NVIDIA GeForce GTX 770", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780, "NVIDIA GeForce GTX 780", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX780TI, "NVIDIA GeForce GTX 780 Ti", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITAN, "NVIDIA GeForce GTX TITAN", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITANB, "NVIDIA GeForce GTX TITAN Black", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITANX, "NVIDIA GeForce GTX TITAN X", DRIVER_NVIDIA_GEFORCE8, 12288},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTXTITANZ, "NVIDIA GeForce GTX TITAN Z", DRIVER_NVIDIA_GEFORCE8, 12288},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_820M, "NVIDIA GeForce 820M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_830M, "NVIDIA GeForce 830M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_840M, "NVIDIA GeForce 840M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_845M, "NVIDIA GeForce 845M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX850M, "NVIDIA GeForce GTX 850M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX860M, "NVIDIA GeForce GTX 860M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX870M, "NVIDIA GeForce GTX 870M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX880M, "NVIDIA GeForce GTX 880M", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_940M, "NVIDIA GeForce 940M", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX950, "NVIDIA GeForce GTX 950", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX950M, "NVIDIA GeForce GTX 950M", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX960, "NVIDIA GeForce GTX 960", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX960M, "NVIDIA GeForce GTX 960M", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970, "NVIDIA GeForce GTX 970", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX970M, "NVIDIA GeForce GTX 970M", DRIVER_NVIDIA_GEFORCE8, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX980, "NVIDIA GeForce GTX 980", DRIVER_NVIDIA_GEFORCE8, 4096},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX980TI, "NVIDIA GeForce GTX 980 Ti", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1050, "NVIDIA GeForce GTX 1050", DRIVER_NVIDIA_GEFORCE8, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1060, "NVIDIA GeForce GTX 1060", DRIVER_NVIDIA_GEFORCE8, 6144},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1070, "NVIDIA GeForce GTX 1070", DRIVER_NVIDIA_GEFORCE8, 8192},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1080, "NVIDIA GeForce GTX 1080", DRIVER_NVIDIA_GEFORCE8, 8192},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX1080TI, "NVIDIA GeForce GTX 1080 Ti", DRIVER_NVIDIA_GEFORCE8, 11264},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_TITANX_PASCAL, "NVIDIA TITAN X (Pascal)", DRIVER_NVIDIA_GEFORCE8, 12288},
/* AMD cards */
{HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD3850, "ATI Radeon HD 3850 AGP", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4200M, "ATI Mobility Radeon HD 4200", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6410D, "AMD Radeon HD 6410D", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6480G, "AMD Radeon HD 6480G", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6550D, "AMD Radeon HD 6550D", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600M, "AMD Radeon HD 6600M Series", DRIVER_AMD_R600, 512 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6700, "AMD Radeon HD 6700 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7660D, "AMD Radeon HD 7660D", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7700, "AMD Radeon HD 7700 Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7800, "AMD Radeon HD 7800 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD7900, "AMD Radeon HD 7900 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD8600M, "AMD Radeon HD 8600M Series", DRIVER_AMD_R600, 1024},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD8670, "AMD Radeon HD 8670", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD8770, "AMD Radeon HD 8770", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R3, "AMD Radeon HD 8400 / R3 Series", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R7, "AMD Radeon(TM) R7 Graphics", DRIVER_AMD_R600, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R9_285, "AMD Radeon R9 285", DRIVER_AMD_RX, 2048},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R9_290, "AMD Radeon R9 290", DRIVER_AMD_RX, 4096},
{HW_VENDOR_AMD, CARD_AMD_RADEON_R9_FURY, "AMD Radeon (TM) R9 Fury Series", DRIVER_AMD_RX, 4096},
{HW_VENDOR_AMD, CARD_AMD_RADEON_RX_460, "Radeon(TM) RX 460 Graphics", DRIVER_AMD_RX, 4096},
{HW_VENDOR_AMD, CARD_AMD_RADEON_RX_480, "Radeon (TM) RX 480 Graphics", DRIVER_AMD_RX, 4096},
/* VMware */
{HW_VENDOR_VMWARE, CARD_VMWARE_SVGA3D, "VMware SVGA 3D (Microsoft Corporation - WDDM)", DRIVER_VMWARE, 1024},
/* Intel cards */
{HW_VENDOR_INTEL, CARD_INTEL_830M, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_855GM, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_845G, "Intel(R) 845G", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
{HW_VENDOR_INTEL, CARD_INTEL_915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_E7221G, "Intel(R) E7221G", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945G, "Intel(R) 945G", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945GME, "Intel(R) 945GME", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_Q35, "Intel(R) Q35", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_G33, "Intel(R) G33", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_Q33, "Intel(R) Q33", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_PNVG, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_PNVM, "Intel(R) IGD", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_965Q, "Intel(R) 965Q", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_965G, "Intel(R) 965G", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_946GZ, "Intel(R) 946GZ", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_965GME, "Intel(R) 965GME", DRIVER_INTEL_GMA3000, 128},
{HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_IGD, "Intel(R) Integrated Graphics Device", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_G45, "Intel(R) G45/G43", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_Q45, "Intel(R) Q45/Q43", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_G41, "Intel(R) G41", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_B43, "Intel(R) B43", DRIVER_INTEL_GMA3000, 512},
{HW_VENDOR_INTEL, CARD_INTEL_ILKD, "Intel(R) HD Graphics", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_ILKM, "Intel(R) HD Graphics", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_SNBD, "Intel(R) HD Graphics 3000", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_SNBM, "Intel(R) HD Graphics 3000", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_SNBS, "Intel(R) HD Graphics Family", DRIVER_INTEL_GMA3000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IVBD, "Intel(R) HD Graphics 4000", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IVBM, "Intel(R) HD Graphics 4000", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IVBS, "Intel(R) HD Graphics Family", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HWD, "Intel(R) HD Graphics 4600", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HWM, "Intel(R) HD Graphics 4600", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HD5000, "Intel(R) HD Graphics 5000", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_1, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_2, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_3, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_I5100_4, "Intel(R) Iris(TM) Graphics 5100", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_1, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_2, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_3, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_4, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_IP5200_5, "Intel(R) Iris(TM) Pro Graphics 5200", DRIVER_INTEL_HD4000, 1536},
{HW_VENDOR_INTEL, CARD_INTEL_HD5300, "Intel(R) HD Graphics 5300", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD5500, "Intel(R) HD Graphics 5500", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD5600, "Intel(R) HD Graphics 5600", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD6000, "Intel(R) HD Graphics 6000", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I6100, "Intel(R) Iris(TM) Graphics 6100", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP6200, "Intel(R) Iris(TM) Pro Graphics 6200", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IPP6300, "Intel(R) Iris(TM) Pro Graphics P6300", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD510_1, "Intel(R) HD Graphics 510", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD510_2, "Intel(R) HD Graphics 510", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD510_3, "Intel(R) HD Graphics 510", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD515, "Intel(R) HD Graphics 515", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD520_1, "Intel(R) HD Graphics 520", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD520_2, "Intel(R) HD Graphics 520", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD530_1, "Intel(R) HD Graphics 530", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HD530_2, "Intel(R) HD Graphics 530", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_HDP530, "Intel(R) HD Graphics P530", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I540, "Intel(R) Iris(TM) Graphics 540", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I550, "Intel(R) Iris(TM) Graphics 550", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_I555, "Intel(R) Iris(TM) Graphics 555", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP555, "Intel(R) Iris(TM) Graphics P555", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP580_1, "Intel(R) Iris(TM) Pro Graphics 580", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IP580_2, "Intel(R) Iris(TM) Pro Graphics 580", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IPP580_1, "Intel(R) Iris(TM) Pro Graphics P580", DRIVER_INTEL_HD4000, 2048},
{HW_VENDOR_INTEL, CARD_INTEL_IPP580_2, "Intel(R) Iris(TM) Pro Graphics P580", DRIVER_INTEL_HD4000, 2048},
};
static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
enum wined3d_driver_model driver_model)
{
unsigned int i;
TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
for (i = 0; i < ARRAY_SIZE(driver_version_table); ++i)
{
const struct driver_version_information *entry = &driver_version_table[i];
if (entry->driver == driver && (driver_model == DRIVER_MODEL_GENERIC
|| entry->driver_model == driver_model))
{
TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
entry->driver_name, entry->version, entry->subversion, entry->build);
return entry;
}
}
return NULL;
}
static const struct gpu_description *get_gpu_description(enum wined3d_pci_vendor vendor,
enum wined3d_pci_device device)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(gpu_description_table); ++i)
{
if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
return &gpu_description_table[i];
}
return NULL;
}
static const struct gpu_description *query_gpu_description(const struct wined3d_gl_info *gl_info, UINT64 *vram_bytes)
{
enum wined3d_pci_vendor vendor = PCI_VENDOR_NONE;
enum wined3d_pci_device device = PCI_DEVICE_NONE;
const struct gpu_description *gpu_description;
static unsigned int once;
if (gl_info->supported[WGL_WINE_QUERY_RENDERER])
{
GLuint value;
if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VENDOR_ID_WINE, &value)))
vendor = value;
if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_DEVICE_ID_WINE, &value)))
device = value;
if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VIDEO_MEMORY_WINE, &value)))
*vram_bytes = (UINT64)value * 1024 * 1024;
TRACE("Card reports vendor PCI ID 0x%04x, device PCI ID 0x%04x, 0x%s bytes of video memory.\n",
vendor, device, wine_dbgstr_longlong(*vram_bytes));
}
else if (gl_info->supported[NVX_GPU_MEMORY_INFO])
{
GLint vram_kb;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &vram_kb);
*vram_bytes = (UINT64)vram_kb * 1024;
TRACE("Got 0x%s as video memory from NVX_GPU_MEMORY_INFO extension.\n",
wine_dbgstr_longlong(*vram_bytes));
}
if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
{
vendor = wined3d_settings.pci_vendor_id;
TRACE("Overriding vendor PCI ID with 0x%04x.\n", vendor);
}
if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
{
device = wined3d_settings.pci_device_id;
TRACE("Overriding device PCI ID with 0x%04x.\n", device);
}
if (wined3d_settings.emulated_textureram)
{
*vram_bytes = wined3d_settings.emulated_textureram;
TRACE("Overriding amount of video memory with 0x%s bytes.\n",
wine_dbgstr_longlong(*vram_bytes));
}
if (!(gpu_description = get_gpu_description(vendor, device))
&& (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE
|| wined3d_settings.pci_device_id != PCI_DEVICE_NONE) && !once++)
ERR_(winediag)("Invalid GPU override %04x:%04x specified, ignoring.\n", vendor, device);
return gpu_description;
}
static void init_driver_info(struct wined3d_driver_info *driver_info,
const struct gpu_description *gpu_desc, UINT64 vram_bytes)
{
OSVERSIONINFOW os_version;
WORD driver_os_version;
enum wined3d_display_driver driver;
enum wined3d_driver_model driver_model;
const struct driver_version_information *version_info;
memset(&os_version, 0, sizeof(os_version));
os_version.dwOSVersionInfoSize = sizeof(os_version);
if (!GetVersionExW(&os_version))
{
ERR("Failed to get OS version, reporting 2000/XP.\n");
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
}
else
{
TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
switch (os_version.dwMajorVersion)
{
case 4:
/* If needed we could distinguish between 9x and NT4, but this code won't make
* sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
*/
driver_os_version = 4;
driver_model = DRIVER_MODEL_WIN9X;
break;
case 5:
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
break;
case 6:
if (os_version.dwMinorVersion == 0)
{
driver_os_version = 7;
driver_model = DRIVER_MODEL_NT6X;
}
else if (os_version.dwMinorVersion == 1)
{
driver_os_version = 8;
driver_model = DRIVER_MODEL_NT6X;
}
else
{
if (os_version.dwMinorVersion > 2)
{
FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
}
driver_os_version = 9;
driver_model = DRIVER_MODEL_NT6X;
}
break;
case 10:
driver_os_version = 10;
driver_model = DRIVER_MODEL_NT6X;
break;
default:
FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
os_version.dwMajorVersion, os_version.dwMinorVersion);
driver_os_version = 6;
driver_model = DRIVER_MODEL_NT5X;
break;
}
}
driver_info->vendor = gpu_desc->vendor;
driver_info->device = gpu_desc->card;
driver_info->description = gpu_desc->description;
driver_info->vram_bytes = vram_bytes ? vram_bytes : (UINT64)gpu_desc->vidmem * 1024 * 1024;
driver = gpu_desc->driver;
/**
* Diablo 2 crashes when the amount of video memory is greater than 0x7fffffff.
* In order to avoid this application bug we limit the amount of video memory
* to LONG_MAX for older Windows versions.
*/
#ifdef __i386__
if (driver_model < DRIVER_MODEL_NT6X && driver_info->vram_bytes > LONG_MAX)
{
TRACE("Limiting amount of video memory to %#lx bytes for OS version older than Vista.\n", LONG_MAX);
driver_info->vram_bytes = LONG_MAX;
}
#endif
/* Try to obtain driver version information for the current Windows version. This fails in
* some cases:
* - the gpu is not available on the currently selected OS version:
* - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
* version information for the current Windows version is returned instead of faked info.
* We do the same and assume the default Windows version to emulate is WinXP.
*
* - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
* For now return the XP driver info. Perhaps later on we should return VESA.
*
* - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
* This could be an indication that our database is not up to date, so this should be fixed.
*/
if ((version_info = get_driver_version_info(driver, driver_model))
|| (version_info = get_driver_version_info(driver, DRIVER_MODEL_GENERIC)))
{
driver_info->name = version_info->driver_name;
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
}
else
{
ERR("No driver version info found for device %04x:%04x, driver model %#x.\n",
driver_info->vendor, driver_info->device, driver_model);
driver_info->name = "Display";
driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
}
TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
driver_info->version_high, driver_info->version_low);
}
/* Context activation is done by the caller. */
static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(quirk_table); ++i)
{
if (!quirk_table[i].match(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device)) continue;
TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
quirk_table[i].apply(gl_info);
}
/* Find out if PBOs work as they are supposed to. */
test_pbo_functionality(gl_info);
}
static DWORD wined3d_parse_gl_version(const char *gl_version)
{
const char *ptr = gl_version;
int major, minor;
major = atoi(ptr);
if (major <= 0)
ERR("Invalid OpenGL major version %d.\n", major);
while (isdigit(*ptr)) ++ptr;
if (*ptr++ != '.')
ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
minor = atoi(ptr);
TRACE("Found OpenGL version %d.%d.\n", major, minor);
return MAKEDWORD_VERSION(major, minor);
}
static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
const char *gl_vendor_string, const char *gl_renderer, const char *gl_version)
{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
*
* Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL. */
if (gl_info->supported[APPLE_FENCE] && gl_info->supported[APPLE_YCBCR_422])
return GL_VENDOR_APPLE;
if (strstr(gl_vendor_string, "NVIDIA"))
return GL_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI"))
return GL_VENDOR_FGLRX;
if (strstr(gl_vendor_string, "Mesa")
|| strstr(gl_vendor_string, "Brian Paul")
|| strstr(gl_vendor_string, "X.Org")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "DRI R300 Project")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc.")
|| strstr(gl_vendor_string, "Intel")
|| strstr(gl_renderer, "Mesa")
|| strstr(gl_renderer, "Gallium")
|| strstr(gl_renderer, "Intel")
|| strstr(gl_version, "Mesa"))
return GL_VENDOR_MESA;
FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
debugstr_a(gl_vendor_string));
return GL_VENDOR_UNKNOWN;
}
static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
{
if (strstr(gl_vendor_string, "NVIDIA")
|| strstr(gl_vendor_string, "Nouveau")
|| strstr(gl_vendor_string, "nouveau"))
return HW_VENDOR_NVIDIA;
if (strstr(gl_vendor_string, "ATI")
|| strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
|| strstr(gl_vendor_string, "X.Org R300 Project")
|| strstr(gl_renderer, "AMD")
|| strstr(gl_renderer, "FirePro")
|| strstr(gl_renderer, "Radeon")
|| strstr(gl_renderer, "R100")
|| strstr(gl_renderer, "R200")
|| strstr(gl_renderer, "R300")
|| strstr(gl_renderer, "R600")
|| strstr(gl_renderer, "R700"))
return HW_VENDOR_AMD;
if (strstr(gl_vendor_string, "Intel(R)")
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
|| strstr(gl_renderer, "Intel")
|| strstr(gl_renderer, "i915")
|| strstr(gl_vendor_string, "Intel Inc."))
return HW_VENDOR_INTEL;
if (strstr(gl_renderer, "SVGA3D"))
return HW_VENDOR_VMWARE;
if (strstr(gl_vendor_string, "Mesa")
|| strstr(gl_vendor_string, "Brian Paul")
|| strstr(gl_vendor_string, "Tungsten Graphics, Inc")
|| strstr(gl_vendor_string, "VMware, Inc."))
return HW_VENDOR_SOFTWARE;
FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
return HW_VENDOR_NVIDIA;
}
static enum wined3d_d3d_level d3d_level_from_caps(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version)
{
if (shader_caps->vs_version >= 5)
return WINED3D_D3D_LEVEL_11;
if (shader_caps->vs_version == 4)
return WINED3D_D3D_LEVEL_10;
if (shader_caps->vs_version == 3)
{
/* wined3d with default settings at the moment doesn't expose SM4+ on
* Mesa drivers. */
if (glsl_version >= MAKEDWORD_VERSION(4, 30))
return WINED3D_D3D_LEVEL_11;
if (glsl_version >= MAKEDWORD_VERSION(1, 30))
return WINED3D_D3D_LEVEL_10;
return WINED3D_D3D_LEVEL_9_SM3;
}
if (shader_caps->vs_version == 2)
return WINED3D_D3D_LEVEL_9_SM2;
if (shader_caps->vs_version == 1)
return WINED3D_D3D_LEVEL_8;
if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
return WINED3D_D3D_LEVEL_7;
if (fragment_caps->MaxSimultaneousTextures > 1)
return WINED3D_D3D_LEVEL_6;
return WINED3D_D3D_LEVEL_5;
}
static const struct wined3d_renderer_table
{
const char *renderer;
enum wined3d_pci_device id;
}
cards_nvidia_binary[] =
{
/* Direct 3D 11 */
{"TITAN X (Pascal)", CARD_NVIDIA_TITANX_PASCAL}, /* GeForce 1000 - highend */
{"GTX 1080 Ti", CARD_NVIDIA_GEFORCE_GTX1080TI}, /* GeForce 1000 - highend */
{"GTX 1080", CARD_NVIDIA_GEFORCE_GTX1080}, /* GeForce 1000 - highend */
{"GTX 1070", CARD_NVIDIA_GEFORCE_GTX1070}, /* GeForce 1000 - highend */
{"GTX 1060", CARD_NVIDIA_GEFORCE_GTX1060}, /* GeForce 1000 - midend high */
{"GTX 1050", CARD_NVIDIA_GEFORCE_GTX1050}, /* GeForce 1000 - midend */
{"GTX 980 Ti", CARD_NVIDIA_GEFORCE_GTX980TI}, /* GeForce 900 - highend */
{"GTX 980", CARD_NVIDIA_GEFORCE_GTX980}, /* GeForce 900 - highend */
{"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/
{"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */
{"GTX TITAN X", CARD_NVIDIA_GEFORCE_GTXTITANX}, /* Geforce 900 - highend */
{"GTX 960M", CARD_NVIDIA_GEFORCE_GTX960M}, /* GeForce 900 - midend high mobile */
{"GTX 960", CARD_NVIDIA_GEFORCE_GTX960}, /* GeForce 900 - midend high */
{"GTX 950M", CARD_NVIDIA_GEFORCE_GTX950M}, /* GeForce 900 - midend mobile */
{"GTX 950", CARD_NVIDIA_GEFORCE_GTX950}, /* GeForce 900 - midend */
{"GeForce 940M", CARD_NVIDIA_GEFORCE_940M}, /* GeForce 900 - midend mobile */
{"GTX 880M", CARD_NVIDIA_GEFORCE_GTX880M}, /* GeForce 800 - mobile */
{"GTX 870M", CARD_NVIDIA_GEFORCE_GTX870M}, /* GeForce 800 - mobile */
{"GTX 860M", CARD_NVIDIA_GEFORCE_GTX860M}, /* GeForce 800 - mobile */
{"GTX 850M", CARD_NVIDIA_GEFORCE_GTX850M}, /* GeForce 800 - mobile */
{"GeForce 845M", CARD_NVIDIA_GEFORCE_845M}, /* GeForce 800 - mobile */
{"GeForce 840M", CARD_NVIDIA_GEFORCE_840M}, /* GeForce 800 - mobile */
{"GeForce 830M", CARD_NVIDIA_GEFORCE_830M}, /* GeForce 800 - mobile */
{"GeForce 820M", CARD_NVIDIA_GEFORCE_820M}, /* GeForce 800 - mobile */
{"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */
{"GTX TITAN Black", CARD_NVIDIA_GEFORCE_GTXTITANB}, /* Geforce 700 - highend */
{"GTX TITAN Z", CARD_NVIDIA_GEFORCE_GTXTITANZ}, /* Geforce 700 - highend */
{"GTX TITAN", CARD_NVIDIA_GEFORCE_GTXTITAN}, /* Geforce 700 - highend */
{"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */
{"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
{"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
{"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */
{"GTX 760 Ti", CARD_NVIDIA_GEFORCE_GTX760TI}, /* Geforce 700 - midend high */
{"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */
{"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */
{"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */
{"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */
{"GT 740M", CARD_NVIDIA_GEFORCE_GT740M}, /* Geforce 700 - midend mobile */
{"GT 730M", CARD_NVIDIA_GEFORCE_GT730M}, /* Geforce 700 - midend mobile */
{"GT 730", CARD_NVIDIA_GEFORCE_GT730}, /* Geforce 700 - lowend */
{"GTX 690", CARD_NVIDIA_GEFORCE_GTX690}, /* Geforce 600 - highend */
{"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
{"GTX 675MX", CARD_NVIDIA_GEFORCE_GTX675MX}, /* Geforce 600 - highend */
{"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
{"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
{"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
{"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */
{"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
{"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
{"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
{"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
{"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
{"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
{"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
{"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
{"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
{"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
{"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
{"GTX 560M", CARD_NVIDIA_GEFORCE_GTX560M}, /* Geforce 500 - midend mobile */
{"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
{"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
{"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
{"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
{"GT 525M", CARD_NVIDIA_GEFORCE_GT525M}, /* Geforce 500 - lowend mobile */
{"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
{"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
{"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
/* Direct 3D 10 */
{"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
{"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
{"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
{"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
{"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
{"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
{"GT 425M", CARD_NVIDIA_GEFORCE_GT425M}, /* Geforce 400 - lowend mobile */
{"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
{"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
{"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
{"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
{"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
{"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
{"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
{"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
{"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
{"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
{"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
{"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
{"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
{"GTS 250", CARD_NVIDIA_GEFORCE_GTS250}, /* Geforce 200 - midend */
{"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
{"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
{"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
{"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
{"9700M GT", CARD_NVIDIA_GEFORCE_9700MGT}, /* Geforce 9 - midend */
{"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
{"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
{"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
{"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
{"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
{"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
{"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
{"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
{"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
{"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
{"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
{"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
{"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
{"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */
{"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
{"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
{"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
{"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
/* Direct 3D 9 SM3 */
{"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
{"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
{"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
{"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
{"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
{"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
{"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
{"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
{"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
/* Direct 3D 9 SM2 */
{"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
{"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
{"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
{"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
/* Direct 3D 8 */
{"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200},
{"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
/* Direct 3D 7 */
{"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */
{"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX},
{"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */
{"Quadro2", CARD_NVIDIA_GEFORCE2},
{"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */
/* Direct 3D 6 */
{"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */
},
/* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
*
* Beware: renderer string do not match exact card model,
* eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
cards_amd_binary[] =
{
{"RX 480", CARD_AMD_RADEON_RX_480},
{"RX 460", CARD_AMD_RADEON_RX_460},
{"R9 Fury Series", CARD_AMD_RADEON_R9_FURY},
/* Southern Islands */
{"HD 7900", CARD_AMD_RADEON_HD7900},
{"HD 7800", CARD_AMD_RADEON_HD7800},
{"HD 7700", CARD_AMD_RADEON_HD7700},
/* Northern Islands */
{"HD 6970", CARD_AMD_RADEON_HD6900},
{"HD 6900", CARD_AMD_RADEON_HD6900},
{"HD 6800", CARD_AMD_RADEON_HD6800},
{"HD 6770M", CARD_AMD_RADEON_HD6600M},
{"HD 6750M", CARD_AMD_RADEON_HD6600M},
{"HD 6700", CARD_AMD_RADEON_HD6700},
{"HD 6670", CARD_AMD_RADEON_HD6600},
{"HD 6630M", CARD_AMD_RADEON_HD6600M},
{"HD 6600M", CARD_AMD_RADEON_HD6600M},
{"HD 6600", CARD_AMD_RADEON_HD6600},
{"HD 6570", CARD_AMD_RADEON_HD6600},
{"HD 6500M", CARD_AMD_RADEON_HD6600M},
{"HD 6500", CARD_AMD_RADEON_HD6600},
{"HD 6480G", CARD_AMD_RADEON_HD6480G},
{"HD 6400", CARD_AMD_RADEON_HD6400},
{"HD 6300", CARD_AMD_RADEON_HD6300},
{"HD 6200", CARD_AMD_RADEON_HD6300},
/* Evergreen */
{"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
{"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
{"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
{"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
{"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
{"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
{"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
{"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
{"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
{"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
{"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
/* R700 */
{"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
{"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
{"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
{"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
{"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
{"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
{"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
{"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
/* R600/R700 integrated */
{"HD 4200M", CARD_AMD_RADEON_HD4200M},
{"HD 3300", CARD_AMD_RADEON_HD3200},
{"HD 3200", CARD_AMD_RADEON_HD3200},
{"HD 3100", CARD_AMD_RADEON_HD3200},
/* R600 */
{"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
{"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
{"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
{"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
{"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
/* Radeon R5xx */
{"X1950", CARD_AMD_RADEON_X1600},
{"X1900", CARD_AMD_RADEON_X1600},
{"X1800", CARD_AMD_RADEON_X1600},
{"X1650", CARD_AMD_RADEON_X1600},
{"X1600", CARD_AMD_RADEON_X1600},
/* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
* Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
{"HD 2300", CARD_AMD_RADEON_X700},
{"X2500", CARD_AMD_RADEON_X700},
{"X2300", CARD_AMD_RADEON_X700},
{"X1550", CARD_AMD_RADEON_X700},
{"X1450", CARD_AMD_RADEON_X700},
{"X1400", CARD_AMD_RADEON_X700},
{"X1300", CARD_AMD_RADEON_X700},
{"X850", CARD_AMD_RADEON_X700},
{"X800", CARD_AMD_RADEON_X700},
{"X700", CARD_AMD_RADEON_X700},
/* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
{"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M},
},
cards_intel[] =
{
/* Skylake */
{"Iris Pro Graphics P580", CARD_INTEL_IPP580_1},
{"Skylake", CARD_INTEL_HD520_1},
/* Broadwell */
{"Iris Pro P6300", CARD_INTEL_IPP6300},
{"Iris Pro 6200", CARD_INTEL_IP6200},
{"Iris 6100", CARD_INTEL_I6100},
{"Iris(TM) Graphics 6100", CARD_INTEL_I6100}, /* MacOS */
/* Haswell */
{"Iris Pro 5200", CARD_INTEL_IP5200_1},
{"Iris 5100", CARD_INTEL_I5100_1},
{"HD Graphics 5000", CARD_INTEL_HD5000}, /* MacOS */
{"Haswell Mobile", CARD_INTEL_HWM},
{"Iris OpenGL Engine", CARD_INTEL_HWM}, /* MacOS */
/* Ivybridge */
{"Ivybridge Server", CARD_INTEL_IVBS},
{"Ivybridge Mobile", CARD_INTEL_IVBM},
{"Ivybridge Desktop", CARD_INTEL_IVBD},
{"HD Graphics 4000", CARD_INTEL_IVBD}, /* MacOS */
/* Sandybridge */
{"Sandybridge Server", CARD_INTEL_SNBS},
{"Sandybridge Mobile", CARD_INTEL_SNBM},
{"Sandybridge Desktop", CARD_INTEL_SNBD},
/* Ironlake */
{"Ironlake Mobile", CARD_INTEL_ILKM},
{"Ironlake Desktop", CARD_INTEL_ILKD},
/* G4x */
{"B43", CARD_INTEL_B43},
{"G41", CARD_INTEL_G41},
{"G45", CARD_INTEL_G45},
{"Q45", CARD_INTEL_Q45},
{"Integrated Graphics Device", CARD_INTEL_IGD},
{"GM45", CARD_INTEL_GM45},
/* i965 */
{"965GME", CARD_INTEL_965GME},
{"965GM", CARD_INTEL_965GM},
{"X3100", CARD_INTEL_965GM}, /* MacOS */
{"946GZ", CARD_INTEL_946GZ},
{"965G", CARD_INTEL_965G},
{"965Q", CARD_INTEL_965Q},
/* i945 */
{"Pineview M", CARD_INTEL_PNVM},
{"Pineview G", CARD_INTEL_PNVG},
{"IGD", CARD_INTEL_PNVG},
{"Q33", CARD_INTEL_Q33},
{"G33", CARD_INTEL_G33},
{"Q35", CARD_INTEL_Q35},
{"945GME", CARD_INTEL_945GME},
{"945GM", CARD_INTEL_945GM},
{"GMA 950", CARD_INTEL_945GM}, /* MacOS */
{"945G", CARD_INTEL_945G},
/* i915 */
{"915GM", CARD_INTEL_915GM},
{"E7221G", CARD_INTEL_E7221G},
{"915G", CARD_INTEL_915G},
/* i8xx */
{"865G", CARD_INTEL_865G},
{"845G", CARD_INTEL_845G},
{"855GM", CARD_INTEL_855GM},
{"830M", CARD_INTEL_830M},
},
/* 20101109 - These are never returned by current Gallium radeon
* drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
*
* These are returned but not handled: RC410, RV380. */
cards_amd_mesa[] =
{
/* Polaris 10/11 */
{"POLARIS10", CARD_AMD_RADEON_RX_480},
{"POLARIS11", CARD_AMD_RADEON_RX_460},
/* Volcanic Islands */
{"FIJI", CARD_AMD_RADEON_R9_FURY},
{"TONGA", CARD_AMD_RADEON_R9_285},
/* Sea Islands */
{"HAWAII", CARD_AMD_RADEON_R9_290},
{"KAVERI", CARD_AMD_RADEON_R7 },
{"KABINI", CARD_AMD_RADEON_R3 },
{"BONAIRE", CARD_AMD_RADEON_HD8770},
/* Southern Islands */
{"OLAND", CARD_AMD_RADEON_HD8670},
{"HAINAN", CARD_AMD_RADEON_HD8600M},
{"TAHITI", CARD_AMD_RADEON_HD7900},
{"PITCAIRN", CARD_AMD_RADEON_HD7800},
{"CAPE VERDE", CARD_AMD_RADEON_HD7700},
/* Northern Islands */
{"ARUBA", CARD_AMD_RADEON_HD7660D},
{"CAYMAN", CARD_AMD_RADEON_HD6900},
{"BARTS", CARD_AMD_RADEON_HD6800},
{"TURKS", CARD_AMD_RADEON_HD6600},
{"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
{"SUMO", CARD_AMD_RADEON_HD6550D},
{"CAICOS", CARD_AMD_RADEON_HD6400},
{"PALM", CARD_AMD_RADEON_HD6300},
/* Evergreen */
{"HEMLOCK", CARD_AMD_RADEON_HD5900},
{"CYPRESS", CARD_AMD_RADEON_HD5800},
{"JUNIPER", CARD_AMD_RADEON_HD5700},
{"REDWOOD", CARD_AMD_RADEON_HD5600},
{"CEDAR", CARD_AMD_RADEON_HD5400},
/* R700 */
{"R700", CARD_AMD_RADEON_HD4800},
{"RV790", CARD_AMD_RADEON_HD4800},
{"RV770", CARD_AMD_RADEON_HD4800},
{"RV740", CARD_AMD_RADEON_HD4700},
{"RV730", CARD_AMD_RADEON_HD4600},
{"RV710", CARD_AMD_RADEON_HD4350},
/* R600/R700 integrated */
{"RS880", CARD_AMD_RADEON_HD4200M},
{"RS780", CARD_AMD_RADEON_HD3200},
/* R600 */
{"R680", CARD_AMD_RADEON_HD2900},
{"R600", CARD_AMD_RADEON_HD2900},
{"RV670", CARD_AMD_RADEON_HD3850},
{"RV635", CARD_AMD_RADEON_HD2600},
{"RV630", CARD_AMD_RADEON_HD2600},
{"RV620", CARD_AMD_RADEON_HD2350},
{"RV610", CARD_AMD_RADEON_HD2350},
/* R500 */
{"R580", CARD_AMD_RADEON_X1600},
{"R520", CARD_AMD_RADEON_X1600},
{"RV570", CARD_AMD_RADEON_X1600},
{"RV560", CARD_AMD_RADEON_X1600},
{"RV535", CARD_AMD_RADEON_X1600},
{"RV530", CARD_AMD_RADEON_X1600},
{"RV516", CARD_AMD_RADEON_X700},
{"RV515", CARD_AMD_RADEON_X700},
/* R400 */
{"R481", CARD_AMD_RADEON_X700},
{"R480", CARD_AMD_RADEON_X700},
{"R430", CARD_AMD_RADEON_X700},
{"R423", CARD_AMD_RADEON_X700},
{"R420", CARD_AMD_RADEON_X700},
{"R410", CARD_AMD_RADEON_X700},
{"RV410", CARD_AMD_RADEON_X700},
/* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
{"RS740", CARD_AMD_RADEON_XPRESS_200M},
{"RS690", CARD_AMD_RADEON_XPRESS_200M},
{"RS600", CARD_AMD_RADEON_XPRESS_200M},
{"RS485", CARD_AMD_RADEON_XPRESS_200M},
{"RS482", CARD_AMD_RADEON_XPRESS_200M},
{"RS480", CARD_AMD_RADEON_XPRESS_200M},
{"RS400", CARD_AMD_RADEON_XPRESS_200M},
/* R300 */
{"R360", CARD_AMD_RADEON_9500},
{"R350", CARD_AMD_RADEON_9500},
{"R300", CARD_AMD_RADEON_9500},
{"RV370", CARD_AMD_RADEON_9500},
{"RV360", CARD_AMD_RADEON_9500},
{"RV351", CARD_AMD_RADEON_9500},
{"RV350", CARD_AMD_RADEON_9500},
},
cards_nvidia_mesa[] =
{
/* Maxwell */
{"NV124", CARD_NVIDIA_GEFORCE_GTX970},
{"NV120", CARD_NVIDIA_GEFORCE_GTX980TI},
{"NV118", CARD_NVIDIA_GEFORCE_840M},
{"NV117", CARD_NVIDIA_GEFORCE_GTX750},
/* Kepler */
{"NV108", CARD_NVIDIA_GEFORCE_GT740M},
{"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI},
{"NVF0", CARD_NVIDIA_GEFORCE_GTX780},
{"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
{"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* 690 / 675MX / 760TI */
/* Fermi */
{"NVD9", CARD_NVIDIA_GEFORCE_GT520},
{"NVD7", CARD_NVIDIA_GEFORCE_820M},
{"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
{"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
{"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
{"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
{"NVC3", CARD_NVIDIA_GEFORCE_GT440},
{"NVC1", CARD_NVIDIA_GEFORCE_GT420},
{"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
/* Tesla */
{"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
{"NVAC", CARD_NVIDIA_GEFORCE_8200},
{"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */
{"NVA8", CARD_NVIDIA_GEFORCE_210},
{"NVA5", CARD_NVIDIA_GEFORCE_GT220},
{"NVA3", CARD_NVIDIA_GEFORCE_GT240},
{"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
{"NV98", CARD_NVIDIA_GEFORCE_9200},
{"NV96", CARD_NVIDIA_GEFORCE_9400GT},
{"NV94", CARD_NVIDIA_GEFORCE_9600GT},
{"NV92", CARD_NVIDIA_GEFORCE_9800GT},
{"NV86", CARD_NVIDIA_GEFORCE_8500GT},
{"NV84", CARD_NVIDIA_GEFORCE_8600GT},
{"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
/* Curie */
{"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
{"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
{"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
{"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
{"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
{"NV4B", CARD_NVIDIA_GEFORCE_7600},
{"NV4A", CARD_NVIDIA_GEFORCE_6200},
{"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
{"NV47", CARD_NVIDIA_GEFORCE_7800GT},
{"NV46", CARD_NVIDIA_GEFORCE_7400},
{"NV45", CARD_NVIDIA_GEFORCE_6800},
{"NV44", CARD_NVIDIA_GEFORCE_6200},
{"NV43", CARD_NVIDIA_GEFORCE_6600GT},
{"NV42", CARD_NVIDIA_GEFORCE_6800},
{"NV41", CARD_NVIDIA_GEFORCE_6800},
{"NV40", CARD_NVIDIA_GEFORCE_6800},
/* Rankine */
{"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
{"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
{"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
{"NV34", CARD_NVIDIA_GEFORCEFX_5200},
{"NV31", CARD_NVIDIA_GEFORCEFX_5600},
{"NV30", CARD_NVIDIA_GEFORCEFX_5800},
/* Kelvin */
{"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
{"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
{"nv20", CARD_NVIDIA_GEFORCE3},
/* Celsius */
{"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
{"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
{"nv18", CARD_NVIDIA_GEFORCE4_MX},
{"nv17", CARD_NVIDIA_GEFORCE4_MX},
{"nv16", CARD_NVIDIA_GEFORCE2},
{"nv15", CARD_NVIDIA_GEFORCE2},
{"nv11", CARD_NVIDIA_GEFORCE2_MX},
{"nv10", CARD_NVIDIA_GEFORCE},
/* Fahrenheit */
{"nv05", CARD_NVIDIA_RIVA_TNT2},
{"nv04", CARD_NVIDIA_RIVA_TNT},
{"nv03", CARD_NVIDIA_RIVA_128},
},
cards_vmware[] =
{
{"SVGA3D", CARD_VMWARE_SVGA3D},
};
static const struct gl_vendor_selection
{
enum wined3d_gl_vendor gl_vendor;
const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
size_t cards_size; /* Number of entries in the array above */
}
amd_gl_vendor_table[] =
{
{GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
{GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
{GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)},
},
nvidia_gl_vendor_table[] =
{
{GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
{GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)},
{GL_VENDOR_NVIDIA, "Nvidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
},
vmware_gl_vendor_table[] =
{
{GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)},
},
intel_gl_vendor_table[] =
{
{GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)},
{GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)},
};
static const enum wined3d_pci_device
card_fallback_nvidia[] =
{
CARD_NVIDIA_RIVA_128, /* D3D5 */
CARD_NVIDIA_RIVA_TNT, /* D3D6 */
CARD_NVIDIA_GEFORCE, /* D3D7 */
CARD_NVIDIA_GEFORCE3, /* D3D8 */
CARD_NVIDIA_GEFORCEFX_5800, /* D3D9_SM2 */
CARD_NVIDIA_GEFORCE_6800, /* D3D9_SM3 */
CARD_NVIDIA_GEFORCE_8800GTX, /* D3D10 */
CARD_NVIDIA_GEFORCE_GTX470, /* D3D11 */
},
card_fallback_amd[] =
{
CARD_AMD_RAGE_128PRO, /* D3D5 */
CARD_AMD_RAGE_128PRO, /* D3D6 */
CARD_AMD_RADEON_7200, /* D3D7 */
CARD_AMD_RADEON_8500, /* D3D8 */
CARD_AMD_RADEON_9500, /* D3D9_SM2 */
CARD_AMD_RADEON_X1600, /* D3D9_SM3 */
CARD_AMD_RADEON_HD2900, /* D3D10 */
CARD_AMD_RADEON_HD5600, /* D3D11 */
},
card_fallback_intel[] =
{
CARD_INTEL_845G, /* D3D5 */
CARD_INTEL_845G, /* D3D6 */
CARD_INTEL_845G, /* D3D7 */
CARD_INTEL_915G, /* D3D8 */
CARD_INTEL_915G, /* D3D9_SM2 */
CARD_INTEL_945G, /* D3D9_SM3 */
CARD_INTEL_G45, /* D3D10 */
CARD_INTEL_IVBD, /* D3D11 */
};
C_ASSERT(ARRAY_SIZE(card_fallback_nvidia) == WINED3D_D3D_LEVEL_COUNT);
C_ASSERT(ARRAY_SIZE(card_fallback_amd) == WINED3D_D3D_LEVEL_COUNT);
C_ASSERT(ARRAY_SIZE(card_fallback_intel) == WINED3D_D3D_LEVEL_COUNT);
static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
{
unsigned int i, j;
for (i = 0; i < table_size; ++i)
{
if (table[i].gl_vendor != gl_vendor)
continue;
TRACE("Applying card selector \"%s\".\n", table[i].description);
for (j = 0; j < table[i].cards_size; ++j)
{
if (strstr(gl_renderer, table[i].cards[j].renderer))
return table[i].cards[j].id;
}
return PCI_DEVICE_NONE;
}
FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
gl_vendor, debugstr_a(gl_renderer));
return PCI_DEVICE_NONE;
}
static const struct
{
enum wined3d_pci_vendor card_vendor;
const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
const struct gl_vendor_selection *gl_vendor_selection;
unsigned int gl_vendor_count;
const enum wined3d_pci_device *card_fallback; /* An array with D3D_LEVEL_COUNT elements */
}
card_vendor_table[] =
{
{HW_VENDOR_AMD, "AMD", amd_gl_vendor_table,
ARRAY_SIZE(amd_gl_vendor_table),
card_fallback_amd},
{HW_VENDOR_NVIDIA, "Nvidia", nvidia_gl_vendor_table,
ARRAY_SIZE(nvidia_gl_vendor_table),
card_fallback_nvidia},
{HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table,
ARRAY_SIZE(vmware_gl_vendor_table),
card_fallback_amd},
{HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table,
ARRAY_SIZE(intel_gl_vendor_table),
card_fallback_intel},
};
static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps,
DWORD glsl_version, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
{
/* A Direct3D device object contains the PCI id (vendor + device) of the
* videocard which is used for rendering. Various applications use this
* information to get a rough estimation of the features of the card and
* some might use it for enabling 3d effects only on certain types of
* videocards. In some cases games might even use it to work around bugs
* which happen on certain videocards/driver combinations. The problem is
* that OpenGL only exposes a rendering string containing the name of the
* videocard and not the PCI id.
*
* Various games depend on the PCI id, so somehow we need to provide one.
* A simple option is to parse the renderer string and translate this to
* the right PCI id. This is a lot of work because there are more than 200
* GPUs just for Nvidia. Various cards share the same renderer string, so
* the amount of code might be 'small' but there are quite a number of
* exceptions which would make this a pain to maintain. Another way would
* be to query the PCI id from the operating system (assuming this is the
* videocard which is used for rendering which is not always the case).
* This would work but it is not very portable. Second it would not work
* well in, let's say, a remote X situation in which the amount of 3d
* features which can be used is limited.
*
* As said most games only use the PCI id to get an indication of the
* capabilities of the card. It doesn't really matter if the given id is
* the correct one if we return the id of a card with similar 3d features.
*
* The code below checks the OpenGL capabilities of a videocard and matches
* that to a certain level of Direct3D functionality. Once a card passes
* the Direct3D9 check, we know that the card (in case of Nvidia) is at
* least a GeforceFX. To give a better estimate we do a basic check on the
* renderer string but if that won't pass we return a default card. This
* way is better than maintaining a full card database as even without a
* full database we can return a card with similar features. Second the
* size of the database can be made quite small because when you know what
* type of 3d functionality a card has, you know to which GPU family the
* GPU must belong. Because of this you only have to check a small part of
* the renderer string to distinguish between different models from that
* family.
*
* The code also selects a default amount of video memory which we will
* use for an estimation of the amount of free texture memory. In case of
* real D3D the amount of texture memory includes video memory and system
* memory (to be specific AGP memory or in case of PCIE TurboCache /
* HyperMemory). We don't know how much system memory can be addressed by
* the system but we can make a reasonable estimation about the amount of
* video memory. If the value is slightly wrong it doesn't matter as we
* didn't include AGP-like memory which makes the amount of addressable
* memory higher and second OpenGL isn't that critical it moves to system
* memory behind our backs if really needed. Note that the amount of video
* memory can be overruled using a registry setting. */
unsigned int i;
enum wined3d_d3d_level d3d_level = d3d_level_from_caps(shader_caps, fragment_caps, glsl_version);
enum wined3d_pci_device device;
for (i = 0; i < ARRAY_SIZE(card_vendor_table); ++i)
{
if (card_vendor_table[i].card_vendor != *card_vendor)
continue;
TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
if (device != PCI_DEVICE_NONE)
return device;
TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
return card_vendor_table[i].card_fallback[d3d_level];
}
FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
*card_vendor, debugstr_a(gl_renderer));
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
*card_vendor = HW_VENDOR_NVIDIA;
return card_fallback_nvidia[d3d_level];
}
static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_backend_ops *shader_backend_ops)
{
if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER])
return &glsl_vertex_pipe;
return &ffp_vertex_pipe;
}
static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_backend_ops *shader_backend_ops)
{
if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
return &glsl_fragment_pipe;
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arbfp_fragment_pipeline;
if (gl_info->supported[ATI_FRAGMENT_SHADER])
return &atifs_fragment_pipeline;
if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
return &nvts_fragment_pipeline;
if (gl_info->supported[NV_REGISTER_COMBINERS])
return &nvrc_fragment_pipeline;
return &ffp_fragment_pipeline;
}
static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
{
BOOL glsl = wined3d_settings.glslRequested && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER])
return &glsl_shader_backend;
if (gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arb_program_shader_backend;
if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER]))
return &glsl_shader_backend;
if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arb_program_shader_backend;
return &none_shader_backend;
}
static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
const struct wined3d_extension_map *map, UINT entry_count)
{
while (*extensions)
{
const char *start;
size_t len;
UINT i;
while (isspace(*extensions))
++extensions;
start = extensions;
while (!isspace(*extensions) && *extensions)
++extensions;
len = extensions - start;
if (!len)
continue;
TRACE("- %s.\n", debugstr_an(start, len));
for (i = 0; i < entry_count; ++i)
{
if (len == strlen(map[i].extension_string)
&& !memcmp(start, map[i].extension_string, len))
{
TRACE(" FOUND: %s support.\n", map[i].extension_string);
gl_info->supported[map[i].extension] = TRUE;
break;
}
}
}
}
static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info,
const struct wined3d_extension_map *map, unsigned int map_entries_count)
{
const char *gl_extension_name;
unsigned int i, j;
GLint extensions_count;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count);
for (i = 0; i < extensions_count; ++i)
{
gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i));
TRACE("- %s.\n", debugstr_a(gl_extension_name));
for (j = 0; j < map_entries_count; ++j)
{
if (!strcmp(gl_extension_name, map[j].extension_string))
{
TRACE("FOUND: %s support.\n", map[j].extension_string);
gl_info->supported[map[j].extension] = TRUE;
break;
}
}
}
}
static void load_gl_funcs(struct wined3d_gl_info *gl_info)
{
#define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
/* GL_APPLE_fence */
USE_GL_FUNC(glDeleteFencesAPPLE)
USE_GL_FUNC(glFinishFenceAPPLE)
USE_GL_FUNC(glFinishObjectAPPLE)
USE_GL_FUNC(glGenFencesAPPLE)
USE_GL_FUNC(glIsFenceAPPLE)
USE_GL_FUNC(glSetFenceAPPLE)
USE_GL_FUNC(glTestFenceAPPLE)
USE_GL_FUNC(glTestObjectAPPLE)
/* GL_APPLE_flush_buffer_range */
USE_GL_FUNC(glBufferParameteriAPPLE)
USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
/* GL_ARB_base_instance */
USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
/* GL_ARB_blend_func_extended */
USE_GL_FUNC(glBindFragDataLocationIndexed)
USE_GL_FUNC(glGetFragDataIndex)
/* GL_ARB_clear_buffer_object */
USE_GL_FUNC(glClearBufferData)
USE_GL_FUNC(glClearBufferSubData)
/* GL_ARB_clear_texture */
USE_GL_FUNC(glClearTexImage)
USE_GL_FUNC(glClearTexSubImage)
/* GL_ARB_clip_control */
USE_GL_FUNC(glClipControl)
/* GL_ARB_color_buffer_float */
USE_GL_FUNC(glClampColorARB)
/* GL_ARB_compute_shader */
USE_GL_FUNC(glDispatchCompute)
USE_GL_FUNC(glDispatchComputeIndirect)
/* GL_ARB_copy_buffer */
USE_GL_FUNC(glCopyBufferSubData)
/* GL_ARB_copy_image */
USE_GL_FUNC(glCopyImageSubData)
/* GL_ARB_debug_output */
USE_GL_FUNC(glDebugMessageCallbackARB)
USE_GL_FUNC(glDebugMessageControlARB)
USE_GL_FUNC(glDebugMessageInsertARB)
USE_GL_FUNC(glGetDebugMessageLogARB)
/* GL_ARB_draw_buffers */
USE_GL_FUNC(glDrawBuffersARB)
/* GL_ARB_draw_elements_base_vertex */
USE_GL_FUNC(glDrawElementsBaseVertex)
USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
USE_GL_FUNC(glDrawRangeElementsBaseVertex)
USE_GL_FUNC(glMultiDrawElementsBaseVertex)
/* GL_ARB_draw_indirect */
USE_GL_FUNC(glDrawArraysIndirect)
USE_GL_FUNC(glDrawElementsIndirect)
/* GL_ARB_draw_instanced */
USE_GL_FUNC(glDrawArraysInstancedARB)
USE_GL_FUNC(glDrawElementsInstancedARB)
/* GL_ARB_ES2_compatibility */
USE_GL_FUNC(glReleaseShaderCompiler)
USE_GL_FUNC(glShaderBinary)
USE_GL_FUNC(glGetShaderPrecisionFormat)
USE_GL_FUNC(glDepthRangef)
USE_GL_FUNC(glClearDepthf)
/* GL_ARB_framebuffer_no_attachments */
USE_GL_FUNC(glFramebufferParameteri)
/* GL_ARB_framebuffer_object */
USE_GL_FUNC(glBindFramebuffer)
USE_GL_FUNC(glBindRenderbuffer)
USE_GL_FUNC(glBlitFramebuffer)
USE_GL_FUNC(glCheckFramebufferStatus)
USE_GL_FUNC(glDeleteFramebuffers)
USE_GL_FUNC(glDeleteRenderbuffers)
USE_GL_FUNC(glFramebufferRenderbuffer)
USE_GL_FUNC(glFramebufferTexture)
USE_GL_FUNC(glFramebufferTexture1D)
USE_GL_FUNC(glFramebufferTexture2D)
USE_GL_FUNC(glFramebufferTexture3D)
USE_GL_FUNC(glFramebufferTextureLayer)
USE_GL_FUNC(glGenFramebuffers)
USE_GL_FUNC(glGenRenderbuffers)
USE_GL_FUNC(glGenerateMipmap)
USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
USE_GL_FUNC(glGetRenderbufferParameteriv)
USE_GL_FUNC(glIsFramebuffer)
USE_GL_FUNC(glIsRenderbuffer)
USE_GL_FUNC(glRenderbufferStorage)
USE_GL_FUNC(glRenderbufferStorageMultisample)
/* GL_ARB_geometry_shader4 */
USE_GL_FUNC(glFramebufferTextureARB)
USE_GL_FUNC(glFramebufferTextureFaceARB)
USE_GL_FUNC(glFramebufferTextureLayerARB)
USE_GL_FUNC(glProgramParameteriARB)
/* GL_ARB_instanced_arrays */
USE_GL_FUNC(glVertexAttribDivisorARB)
/* GL_ARB_internalformat_query */
USE_GL_FUNC(glGetInternalformativ)
/* GL_ARB_internalformat_query2 */
USE_GL_FUNC(glGetInternalformati64v)
/* GL_ARB_map_buffer_range */
USE_GL_FUNC(glFlushMappedBufferRange)
USE_GL_FUNC(glMapBufferRange)
/* GL_ARB_multisample */
USE_GL_FUNC(glSampleCoverageARB)
/* GL_ARB_multitexture */
USE_GL_FUNC(glActiveTextureARB)
USE_GL_FUNC(glClientActiveTextureARB)
USE_GL_FUNC(glMultiTexCoord1fARB)
USE_GL_FUNC(glMultiTexCoord1fvARB)
USE_GL_FUNC(glMultiTexCoord2fARB)
USE_GL_FUNC(glMultiTexCoord2fvARB)
USE_GL_FUNC(glMultiTexCoord2svARB)
USE_GL_FUNC(glMultiTexCoord3fARB)
USE_GL_FUNC(glMultiTexCoord3fvARB)
USE_GL_FUNC(glMultiTexCoord4fARB)
USE_GL_FUNC(glMultiTexCoord4fvARB)
USE_GL_FUNC(glMultiTexCoord4svARB)
/* GL_ARB_occlusion_query */
USE_GL_FUNC(glBeginQueryARB)
USE_GL_FUNC(glDeleteQueriesARB)
USE_GL_FUNC(glEndQueryARB)
USE_GL_FUNC(glGenQueriesARB)
USE_GL_FUNC(glGetQueryivARB)
USE_GL_FUNC(glGetQueryObjectivARB)
USE_GL_FUNC(glGetQueryObjectuivARB)
USE_GL_FUNC(glIsQueryARB)
/* GL_ARB_point_parameters */
USE_GL_FUNC(glPointParameterfARB)
USE_GL_FUNC(glPointParameterfvARB)
/* GL_ARB_provoking_vertex */
USE_GL_FUNC(glProvokingVertex)
/* GL_ARB_sampler_objects */
USE_GL_FUNC(glGenSamplers)
USE_GL_FUNC(glDeleteSamplers)
USE_GL_FUNC(glIsSampler)
USE_GL_FUNC(glBindSampler)
USE_GL_FUNC(glSamplerParameteri)
USE_GL_FUNC(glSamplerParameterf)
USE_GL_FUNC(glSamplerParameteriv)
USE_GL_FUNC(glSamplerParameterfv)
USE_GL_FUNC(glSamplerParameterIiv)
USE_GL_FUNC(glSamplerParameterIuiv)
USE_GL_FUNC(glGetSamplerParameteriv)
USE_GL_FUNC(glGetSamplerParameterfv)
USE_GL_FUNC(glGetSamplerParameterIiv)
USE_GL_FUNC(glGetSamplerParameterIuiv)
/* GL_ARB_shader_atomic_counters */
USE_GL_FUNC(glGetActiveAtomicCounterBufferiv)
/* GL_ARB_shader_image_load_store */
USE_GL_FUNC(glBindImageTexture)
USE_GL_FUNC(glMemoryBarrier)
/* GL_ARB_shader_objects */
USE_GL_FUNC(glAttachObjectARB)
USE_GL_FUNC(glBindAttribLocationARB)
USE_GL_FUNC(glCompileShaderARB)
USE_GL_FUNC(glCreateProgramObjectARB)
USE_GL_FUNC(glCreateShaderObjectARB)
USE_GL_FUNC(glDeleteObjectARB)
USE_GL_FUNC(glDetachObjectARB)
USE_GL_FUNC(glGetActiveUniformARB)
USE_GL_FUNC(glGetAttachedObjectsARB)
USE_GL_FUNC(glGetAttribLocationARB)
USE_GL_FUNC(glGetHandleARB)
USE_GL_FUNC(glGetInfoLogARB)
USE_GL_FUNC(glGetObjectParameterfvARB)
USE_GL_FUNC(glGetObjectParameterivARB)
USE_GL_FUNC(glGetShaderSourceARB)
USE_GL_FUNC(glGetUniformLocationARB)
USE_GL_FUNC(glGetUniformfvARB)
USE_GL_FUNC(glGetUniformivARB)
USE_GL_FUNC(glLinkProgramARB)
USE_GL_FUNC(glShaderSourceARB)
USE_GL_FUNC(glUniform1fARB)
USE_GL_FUNC(glUniform1fvARB)
USE_GL_FUNC(glUniform1iARB)
USE_GL_FUNC(glUniform1ivARB)
USE_GL_FUNC(glUniform2fARB)
USE_GL_FUNC(glUniform2fvARB)
USE_GL_FUNC(glUniform2iARB)
USE_GL_FUNC(glUniform2ivARB)
USE_GL_FUNC(glUniform3fARB)
USE_GL_FUNC(glUniform3fvARB)
USE_GL_FUNC(glUniform3iARB)
USE_GL_FUNC(glUniform3ivARB)
USE_GL_FUNC(glUniform4fARB)
USE_GL_FUNC(glUniform4fvARB)
USE_GL_FUNC(glUniform4iARB)
USE_GL_FUNC(glUniform4ivARB)
USE_GL_FUNC(glUniformMatrix2fvARB)
USE_GL_FUNC(glUniformMatrix3fvARB)
USE_GL_FUNC(glUniformMatrix4fvARB)
USE_GL_FUNC(glUseProgramObjectARB)
USE_GL_FUNC(glValidateProgramARB)
/* GL_ARB_shader_storage_buffer_object */
USE_GL_FUNC(glShaderStorageBlockBinding)
/* GL_ARB_sync */
USE_GL_FUNC(glClientWaitSync)
USE_GL_FUNC(glDeleteSync)
USE_GL_FUNC(glFenceSync)
USE_GL_FUNC(glGetInteger64v)
USE_GL_FUNC(glGetSynciv)
USE_GL_FUNC(glIsSync)
USE_GL_FUNC(glWaitSync)
/* GL_ARB_tessellation_shader */
USE_GL_FUNC(glPatchParameteri)
USE_GL_FUNC(glPatchParameterfv)
/* GL_ARB_texture_buffer_object */
USE_GL_FUNC(glTexBufferARB)
/* GL_ARB_texture_buffer_range */
USE_GL_FUNC(glTexBufferRange)
/* GL_ARB_texture_compression */
USE_GL_FUNC(glCompressedTexImage2DARB)
USE_GL_FUNC(glCompressedTexImage3DARB)
USE_GL_FUNC(glCompressedTexSubImage2DARB)
USE_GL_FUNC(glCompressedTexSubImage3DARB)
USE_GL_FUNC(glGetCompressedTexImageARB)
/* GL_ARB_texture_multisample */
USE_GL_FUNC(glGetMultisamplefv);
USE_GL_FUNC(glSampleMaski);
USE_GL_FUNC(glTexImage2DMultisample);
USE_GL_FUNC(glTexImage3DMultisample);
/* GL_ARB_texture_storage */
USE_GL_FUNC(glTexStorage1D)
USE_GL_FUNC(glTexStorage2D)
USE_GL_FUNC(glTexStorage3D)
/* GL_ARB_texture_storage_multisample */
USE_GL_FUNC(glTexStorage2DMultisample);
USE_GL_FUNC(glTexStorage3DMultisample);
/* GL_ARB_texture_view */
USE_GL_FUNC(glTextureView)
/* GL_ARB_timer_query */
USE_GL_FUNC(glQueryCounter)
USE_GL_FUNC(glGetQueryObjectui64v)
/* GL_ARB_transform_feedback2 */
USE_GL_FUNC(glBindTransformFeedback);
USE_GL_FUNC(glDeleteTransformFeedbacks);
USE_GL_FUNC(glDrawTransformFeedback);
USE_GL_FUNC(glGenTransformFeedbacks);
USE_GL_FUNC(glIsTransformFeedback);
USE_GL_FUNC(glPauseTransformFeedback);
USE_GL_FUNC(glResumeTransformFeedback);
/* GL_ARB_transform_feedback3 */
USE_GL_FUNC(glBeginQueryIndexed);
USE_GL_FUNC(glDrawTransformFeedbackStream);
USE_GL_FUNC(glEndQueryIndexed);
USE_GL_FUNC(glGetQueryIndexediv);
/* GL_ARB_uniform_buffer_object */
USE_GL_FUNC(glBindBufferBase)
USE_GL_FUNC(glBindBufferRange)
USE_GL_FUNC(glGetActiveUniformBlockName)
USE_GL_FUNC(glGetActiveUniformBlockiv)
USE_GL_FUNC(glGetActiveUniformName)
USE_GL_FUNC(glGetActiveUniformsiv)
USE_GL_FUNC(glGetIntegeri_v)
USE_GL_FUNC(glGetUniformBlockIndex)
USE_GL_FUNC(glGetUniformIndices)
USE_GL_FUNC(glUniformBlockBinding)
/* GL_ARB_vertex_blend */
USE_GL_FUNC(glVertexBlendARB)
USE_GL_FUNC(glWeightPointerARB)
USE_GL_FUNC(glWeightbvARB)
USE_GL_FUNC(glWeightdvARB)
USE_GL_FUNC(glWeightfvARB)
USE_GL_FUNC(glWeightivARB)
USE_GL_FUNC(glWeightsvARB)
USE_GL_FUNC(glWeightubvARB)
USE_GL_FUNC(glWeightuivARB)
USE_GL_FUNC(glWeightusvARB)
/* GL_ARB_vertex_buffer_object */
USE_GL_FUNC(glBindBufferARB)
USE_GL_FUNC(glBufferDataARB)
USE_GL_FUNC(glBufferSubDataARB)
USE_GL_FUNC(glDeleteBuffersARB)
USE_GL_FUNC(glGenBuffersARB)
USE_GL_FUNC(glGetBufferParameterivARB)
USE_GL_FUNC(glGetBufferPointervARB)
USE_GL_FUNC(glGetBufferSubDataARB)
USE_GL_FUNC(glIsBufferARB)
USE_GL_FUNC(glMapBufferARB)
USE_GL_FUNC(glUnmapBufferARB)
/* GL_ARB_vertex_program */
USE_GL_FUNC(glBindProgramARB)
USE_GL_FUNC(glDeleteProgramsARB)
USE_GL_FUNC(glDisableVertexAttribArrayARB)
USE_GL_FUNC(glEnableVertexAttribArrayARB)
USE_GL_FUNC(glGenProgramsARB)
USE_GL_FUNC(glGetProgramivARB)
USE_GL_FUNC(glProgramEnvParameter4fvARB)
USE_GL_FUNC(glProgramLocalParameter4fvARB)
USE_GL_FUNC(glProgramStringARB)
USE_GL_FUNC(glVertexAttrib1dARB)
USE_GL_FUNC(glVertexAttrib1dvARB)
USE_GL_FUNC(glVertexAttrib1fARB)
USE_GL_FUNC(glVertexAttrib1fvARB)
USE_GL_FUNC(glVertexAttrib1sARB)
USE_GL_FUNC(glVertexAttrib1svARB)
USE_GL_FUNC(glVertexAttrib2dARB)
USE_GL_FUNC(glVertexAttrib2dvARB)
USE_GL_FUNC(glVertexAttrib2fARB)
USE_GL_FUNC(glVertexAttrib2fvARB)
USE_GL_FUNC(glVertexAttrib2sARB)
USE_GL_FUNC(glVertexAttrib2svARB)
USE_GL_FUNC(glVertexAttrib3dARB)
USE_GL_FUNC(glVertexAttrib3dvARB)
USE_GL_FUNC(glVertexAttrib3fARB)
USE_GL_FUNC(glVertexAttrib3fvARB)
USE_GL_FUNC(glVertexAttrib3sARB)
USE_GL_FUNC(glVertexAttrib3svARB)
USE_GL_FUNC(glVertexAttrib4NbvARB)
USE_GL_FUNC(glVertexAttrib4NivARB)
USE_GL_FUNC(glVertexAttrib4NsvARB)
USE_GL_FUNC(glVertexAttrib4NubARB)
USE_GL_FUNC(glVertexAttrib4NubvARB)
USE_GL_FUNC(glVertexAttrib4NuivARB)
USE_GL_FUNC(glVertexAttrib4NusvARB)
USE_GL_FUNC(glVertexAttrib4bvARB)
USE_GL_FUNC(glVertexAttrib4dARB)
USE_GL_FUNC(glVertexAttrib4dvARB)
USE_GL_FUNC(glVertexAttrib4fARB)
USE_GL_FUNC(glVertexAttrib4fvARB)
USE_GL_FUNC(glVertexAttrib4ivARB)
USE_GL_FUNC(glVertexAttrib4sARB)
USE_GL_FUNC(glVertexAttrib4svARB)
USE_GL_FUNC(glVertexAttrib4ubvARB)
USE_GL_FUNC(glVertexAttrib4uivARB)
USE_GL_FUNC(glVertexAttrib4usvARB)
USE_GL_FUNC(glVertexAttribPointerARB)
/* GL_ARB_viewport_array */
USE_GL_FUNC(glDepthRangeArrayv)
USE_GL_FUNC(glDepthRangeIndexed)
USE_GL_FUNC(glGetDoublei_v)
USE_GL_FUNC(glGetFloati_v)
USE_GL_FUNC(glScissorArrayv)
USE_GL_FUNC(glScissorIndexed)
USE_GL_FUNC(glScissorIndexedv)
USE_GL_FUNC(glViewportArrayv)
USE_GL_FUNC(glViewportIndexedf)
USE_GL_FUNC(glViewportIndexedfv)
/* GL_ATI_fragment_shader */
USE_GL_FUNC(glAlphaFragmentOp1ATI)
USE_GL_FUNC(glAlphaFragmentOp2ATI)
USE_GL_FUNC(glAlphaFragmentOp3ATI)
USE_GL_FUNC(glBeginFragmentShaderATI)
USE_GL_FUNC(glBindFragmentShaderATI)
USE_GL_FUNC(glColorFragmentOp1ATI)
USE_GL_FUNC(glColorFragmentOp2ATI)
USE_GL_FUNC(glColorFragmentOp3ATI)
USE_GL_FUNC(glDeleteFragmentShaderATI)
USE_GL_FUNC(glEndFragmentShaderATI)
USE_GL_FUNC(glGenFragmentShadersATI)
USE_GL_FUNC(glPassTexCoordATI)
USE_GL_FUNC(glSampleMapATI)
USE_GL_FUNC(glSetFragmentShaderConstantATI)
/* GL_ATI_separate_stencil */
USE_GL_FUNC(glStencilOpSeparateATI)
USE_GL_FUNC(glStencilFuncSeparateATI)
/* GL_EXT_blend_color */
USE_GL_FUNC(glBlendColorEXT)
/* GL_EXT_blend_equation_separate */
USE_GL_FUNC(glBlendFuncSeparateEXT)
/* GL_EXT_blend_func_separate */
USE_GL_FUNC(glBlendEquationSeparateEXT)
/* GL_EXT_blend_minmax */
USE_GL_FUNC(glBlendEquationEXT)
/* GL_EXT_depth_bounds_test */
USE_GL_FUNC(glDepthBoundsEXT)
/* GL_EXT_draw_buffers2 */
USE_GL_FUNC(glColorMaskIndexedEXT)
USE_GL_FUNC(glDisableIndexedEXT)
USE_GL_FUNC(glEnableIndexedEXT)
USE_GL_FUNC(glGetBooleanIndexedvEXT)
USE_GL_FUNC(glGetIntegerIndexedvEXT)
USE_GL_FUNC(glIsEnabledIndexedEXT)
/* GL_EXT_fog_coord */
USE_GL_FUNC(glFogCoordPointerEXT)
USE_GL_FUNC(glFogCoorddEXT)
USE_GL_FUNC(glFogCoorddvEXT)
USE_GL_FUNC(glFogCoordfEXT)
USE_GL_FUNC(glFogCoordfvEXT)
/* GL_EXT_framebuffer_blit */
USE_GL_FUNC(glBlitFramebufferEXT)
/* GL_EXT_framebuffer_multisample */
USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
/* GL_EXT_framebuffer_object */
USE_GL_FUNC(glBindFramebufferEXT)
USE_GL_FUNC(glBindRenderbufferEXT)
USE_GL_FUNC(glCheckFramebufferStatusEXT)
USE_GL_FUNC(glDeleteFramebuffersEXT)
USE_GL_FUNC(glDeleteRenderbuffersEXT)
USE_GL_FUNC(glFramebufferRenderbufferEXT)
USE_GL_FUNC(glFramebufferTexture1DEXT)
USE_GL_FUNC(glFramebufferTexture2DEXT)
USE_GL_FUNC(glFramebufferTexture3DEXT)
USE_GL_FUNC(glGenFramebuffersEXT)
USE_GL_FUNC(glGenRenderbuffersEXT)
USE_GL_FUNC(glGenerateMipmapEXT)
USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
USE_GL_FUNC(glGetRenderbufferParameterivEXT)
USE_GL_FUNC(glIsFramebufferEXT)
USE_GL_FUNC(glIsRenderbufferEXT)
USE_GL_FUNC(glRenderbufferStorageEXT)
/* GL_EXT_gpu_program_parameters */
USE_GL_FUNC(glProgramEnvParameters4fvEXT)
USE_GL_FUNC(glProgramLocalParameters4fvEXT)
/* GL_EXT_gpu_shader4 */
USE_GL_FUNC(glBindFragDataLocationEXT)
USE_GL_FUNC(glGetFragDataLocationEXT)
USE_GL_FUNC(glGetUniformuivEXT)
USE_GL_FUNC(glGetVertexAttribIivEXT)
USE_GL_FUNC(glGetVertexAttribIuivEXT)
USE_GL_FUNC(glUniform1uiEXT)
USE_GL_FUNC(glUniform1uivEXT)
USE_GL_FUNC(glUniform2uiEXT)
USE_GL_FUNC(glUniform2uivEXT)
USE_GL_FUNC(glUniform3uiEXT)
USE_GL_FUNC(glUniform3uivEXT)
USE_GL_FUNC(glUniform4uiEXT)
USE_GL_FUNC(glUniform4uivEXT)
USE_GL_FUNC(glVertexAttribI1iEXT)
USE_GL_FUNC(glVertexAttribI1ivEXT)
USE_GL_FUNC(glVertexAttribI1uiEXT)
USE_GL_FUNC(glVertexAttribI1uivEXT)
USE_GL_FUNC(glVertexAttribI2iEXT)
USE_GL_FUNC(glVertexAttribI2ivEXT)
USE_GL_FUNC(glVertexAttribI2uiEXT)
USE_GL_FUNC(glVertexAttribI2uivEXT)
USE_GL_FUNC(glVertexAttribI3iEXT)
USE_GL_FUNC(glVertexAttribI3ivEXT)
USE_GL_FUNC(glVertexAttribI3uiEXT)
USE_GL_FUNC(glVertexAttribI3uivEXT)
USE_GL_FUNC(glVertexAttribI4bvEXT)
USE_GL_FUNC(glVertexAttribI4iEXT)
USE_GL_FUNC(glVertexAttribI4ivEXT)
USE_GL_FUNC(glVertexAttribI4svEXT)
USE_GL_FUNC(glVertexAttribI4ubvEXT)
USE_GL_FUNC(glVertexAttribI4uiEXT)
USE_GL_FUNC(glVertexAttribI4uivEXT)
USE_GL_FUNC(glVertexAttribI4usvEXT)
USE_GL_FUNC(glVertexAttribIPointerEXT)
/* GL_EXT_point_parameters */
USE_GL_FUNC(glPointParameterfEXT)
USE_GL_FUNC(glPointParameterfvEXT)
/* GL_EXT_polygon_offset_clamp */
USE_GL_FUNC(glPolygonOffsetClampEXT)
/* GL_EXT_provoking_vertex */
USE_GL_FUNC(glProvokingVertexEXT)
/* GL_EXT_secondary_color */
USE_GL_FUNC(glSecondaryColor3fEXT)
USE_GL_FUNC(glSecondaryColor3fvEXT)
USE_GL_FUNC(glSecondaryColor3ubEXT)
USE_GL_FUNC(glSecondaryColor3ubvEXT)
USE_GL_FUNC(glSecondaryColorPointerEXT)
/* GL_EXT_stencil_two_side */
USE_GL_FUNC(glActiveStencilFaceEXT)
/* GL_EXT_texture3D */
USE_GL_FUNC(glTexImage3D)
USE_GL_FUNC(glTexImage3DEXT)
USE_GL_FUNC(glTexSubImage3D)
USE_GL_FUNC(glTexSubImage3DEXT)
/* GL_NV_fence */
USE_GL_FUNC(glDeleteFencesNV)
USE_GL_FUNC(glFinishFenceNV)
USE_GL_FUNC(glGenFencesNV)
USE_GL_FUNC(glGetFenceivNV)
USE_GL_FUNC(glIsFenceNV)
USE_GL_FUNC(glSetFenceNV)
USE_GL_FUNC(glTestFenceNV)
/* GL_NV_half_float */
USE_GL_FUNC(glColor3hNV)
USE_GL_FUNC(glColor3hvNV)
USE_GL_FUNC(glColor4hNV)
USE_GL_FUNC(glColor4hvNV)
USE_GL_FUNC(glFogCoordhNV)
USE_GL_FUNC(glFogCoordhvNV)
USE_GL_FUNC(glMultiTexCoord1hNV)
USE_GL_FUNC(glMultiTexCoord1hvNV)
USE_GL_FUNC(glMultiTexCoord2hNV)
USE_GL_FUNC(glMultiTexCoord2hvNV)
USE_GL_FUNC(glMultiTexCoord3hNV)
USE_GL_FUNC(glMultiTexCoord3hvNV)
USE_GL_FUNC(glMultiTexCoord4hNV)
USE_GL_FUNC(glMultiTexCoord4hvNV)
USE_GL_FUNC(glNormal3hNV)
USE_GL_FUNC(glNormal3hvNV)
USE_GL_FUNC(glSecondaryColor3hNV)
USE_GL_FUNC(glSecondaryColor3hvNV)
USE_GL_FUNC(glTexCoord1hNV)
USE_GL_FUNC(glTexCoord1hvNV)
USE_GL_FUNC(glTexCoord2hNV)
USE_GL_FUNC(glTexCoord2hvNV)
USE_GL_FUNC(glTexCoord3hNV)
USE_GL_FUNC(glTexCoord3hvNV)
USE_GL_FUNC(glTexCoord4hNV)
USE_GL_FUNC(glTexCoord4hvNV)
USE_GL_FUNC(glVertex2hNV)
USE_GL_FUNC(glVertex2hvNV)
USE_GL_FUNC(glVertex3hNV)
USE_GL_FUNC(glVertex3hvNV)
USE_GL_FUNC(glVertex4hNV)
USE_GL_FUNC(glVertex4hvNV)
USE_GL_FUNC(glVertexAttrib1hNV)
USE_GL_FUNC(glVertexAttrib1hvNV)
USE_GL_FUNC(glVertexAttrib2hNV)
USE_GL_FUNC(glVertexAttrib2hvNV)
USE_GL_FUNC(glVertexAttrib3hNV)
USE_GL_FUNC(glVertexAttrib3hvNV)
USE_GL_FUNC(glVertexAttrib4hNV)
USE_GL_FUNC(glVertexAttrib4hvNV)
USE_GL_FUNC(glVertexAttribs1hvNV)
USE_GL_FUNC(glVertexAttribs2hvNV)
USE_GL_FUNC(glVertexAttribs3hvNV)
USE_GL_FUNC(glVertexAttribs4hvNV)
USE_GL_FUNC(glVertexWeighthNV)
USE_GL_FUNC(glVertexWeighthvNV)
/* GL_NV_point_sprite */
USE_GL_FUNC(glPointParameteriNV)
USE_GL_FUNC(glPointParameterivNV)
/* GL_NV_register_combiners */
USE_GL_FUNC(glCombinerInputNV)
USE_GL_FUNC(glCombinerOutputNV)
USE_GL_FUNC(glCombinerParameterfNV)
USE_GL_FUNC(glCombinerParameterfvNV)
USE_GL_FUNC(glCombinerParameteriNV)
USE_GL_FUNC(glCombinerParameterivNV)
USE_GL_FUNC(glFinalCombinerInputNV)
/* WGL extensions */
USE_GL_FUNC(wglChoosePixelFormatARB)
USE_GL_FUNC(wglGetExtensionsStringARB)
USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
USE_GL_FUNC(wglGetPixelFormatAttribivARB)
USE_GL_FUNC(wglQueryCurrentRendererIntegerWINE)
USE_GL_FUNC(wglQueryCurrentRendererStringWINE)
USE_GL_FUNC(wglQueryRendererIntegerWINE)
USE_GL_FUNC(wglQueryRendererStringWINE)
USE_GL_FUNC(wglSetPixelFormatWINE)
USE_GL_FUNC(wglSwapIntervalEXT)
/* Newer core functions */
USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */
USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */
USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */
USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */
USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */
USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */
USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */
USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */
USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */
USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */
USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */
USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */
USE_GL_FUNC(glDebugMessageCallback) /* OpenGL 4.3 */
USE_GL_FUNC(glDebugMessageControl) /* OpenGL 4.3 */
USE_GL_FUNC(glDebugMessageInsert) /* OpenGL 4.3 */
USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */
USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */
USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */
USE_GL_FUNC(glDeleteVertexArrays) /* OpenGL 3.0 */
USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */
USE_GL_FUNC(glDisablei) /* OpenGL 3.0 */
USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */
USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */
USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */
USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */
USE_GL_FUNC(glEnablei) /* OpenGL 3.0 */
USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */
USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */
USE_GL_FUNC(glEndTransformFeedback) /* OpenGL 3.0 */
USE_GL_FUNC(glFramebufferTexture) /* OpenGL 3.2 */
USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */
USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */
USE_GL_FUNC(glGenVertexArrays) /* OpenGL 3.0 */
USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */
USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */
USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glGetBooleani_v) /* OpenGL 3.0 */
USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */
USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */
USE_GL_FUNC(glGetDebugMessageLog) /* OpenGL 4.3 */
USE_GL_FUNC(glGetIntegeri_v) /* OpenGL 3.0 */
USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */
USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */
USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */
USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */
USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */
USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */
USE_GL_FUNC(glGetTextureLevelParameteriv) /* OpenGL 4.5 */
USE_GL_FUNC(glGetTextureParameteriv) /* OpenGL 4.5 */
USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */
USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */
USE_GL_FUNC(glIsEnabledi) /* OpenGL 3.0 */
USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
USE_GL_FUNC(glTexBuffer) /* OpenGL 3.1 */
USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */
USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */
USE_GL_FUNC(glTransformFeedbackVaryings) /* OpenGL 3.0 */
USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */
USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */
USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */
USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nub) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
#undef USE_GL_FUNC
#ifndef USE_WIN32_OPENGL
/* hack: use the functions directly from the TEB table to bypass the thunks */
/* note that we still need the above wglGetProcAddress calls to initialize the table */
gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
#endif
#define MAP_GL_FUNCTION(core_func, ext_func) \
do \
{ \
if (!gl_info->gl_ops.ext.p_##core_func) \
gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
} while (0)
#define MAP_GL_FUNCTION_CAST(core_func, ext_func) \
do \
{ \
if (!gl_info->gl_ops.ext.p_##core_func) \
gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \
} while (0)
MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB);
MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
MAP_GL_FUNCTION(glBufferData, glBufferDataARB);
MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB);
MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT);
MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB);
MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB);
MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB);
MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB);
MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB);
MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB);
MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB);
MAP_GL_FUNCTION(glDebugMessageCallback, glDebugMessageCallbackARB);
MAP_GL_FUNCTION(glDebugMessageControl, glDebugMessageControlARB);
MAP_GL_FUNCTION(glDebugMessageInsert, glDebugMessageInsertARB);
MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB);
MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB);
MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB);
MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB);
MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB);
MAP_GL_FUNCTION(glDisablei, glDisableIndexedEXT);
MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB);
MAP_GL_FUNCTION(glDrawArraysInstanced, glDrawArraysInstancedARB);
MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB);
MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB);
MAP_GL_FUNCTION(glEnablei, glEnableIndexedEXT);
MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB);
MAP_GL_FUNCTION(glEndQuery, glEndQueryARB);
MAP_GL_FUNCTION(glFramebufferTexture, glFramebufferTextureARB);
MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB);
MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB);
MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB);
MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB);
MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB);
MAP_GL_FUNCTION(glGetBooleani_v, glGetBooleanIndexedvEXT);
MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB);
MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB);
MAP_GL_FUNCTION(glGetDebugMessageLog, glGetDebugMessageLogARB);
MAP_GL_FUNCTION(glGetIntegeri_v, glGetIntegerIndexedvEXT);
MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB);
MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB);
MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB);
MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB);
MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB);
MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB);
MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB);
MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB);
MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB);
MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB);
MAP_GL_FUNCTION(glIsEnabledi, glIsEnabledIndexedEXT);
MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
MAP_GL_FUNCTION(glTexBuffer, glTexBufferARB);
MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB);
MAP_GL_FUNCTION(glUniform2f, glUniform2fARB);
MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB);
MAP_GL_FUNCTION(glUniform2i, glUniform2iARB);
MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB);
MAP_GL_FUNCTION(glUniform3f, glUniform3fARB);
MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB);
MAP_GL_FUNCTION(glUniform3i, glUniform3iARB);
MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB);
MAP_GL_FUNCTION(glUniform4f, glUniform4fARB);
MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB);
MAP_GL_FUNCTION(glUniform4i, glUniform4iARB);
MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB);
MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB);
MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB);
MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB);
MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB);
MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB);
MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB);
MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB);
MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB);
MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB);
MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB);
MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB);
MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB);
MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB);
MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB);
MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB);
MAP_GL_FUNCTION(glVertexAttrib4Nub, glVertexAttrib4NubARB);
MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB);
MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB);
MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
#undef MAP_GL_FUNCTION
#undef MAP_GL_FUNCTION_CAST
}
static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
{
unsigned int i, sampler_count;
GLfloat gl_floatv[2];
GLint gl_max;
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
gl_info->limits.textures = 0;
gl_info->limits.texture_coords = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.samplers[i] = 0;
}
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1;
gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
gl_info->limits.vertex_attribs = 16;
gl_info->limits.texture_buffer_offset_alignment = 1;
gl_info->limits.glsl_vs_float_constants = 0;
gl_info->limits.glsl_ps_float_constants = 0;
gl_info->limits.arb_vs_float_constants = 0;
gl_info->limits.arb_vs_native_constants = 0;
gl_info->limits.arb_vs_instructions = 0;
gl_info->limits.arb_vs_temps = 0;
gl_info->limits.arb_ps_float_constants = 0;
gl_info->limits.arb_ps_local_constants = 0;
gl_info->limits.arb_ps_instructions = 0;
gl_info->limits.arb_ps_temps = 0;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_DISTANCES, &gl_max);
gl_info->limits.user_clip_distances = min(MAX_CLIP_DISTANCES, gl_max);
TRACE("Clip plane support - max planes %d.\n", gl_max);
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
gl_info->limits.lights = gl_max;
TRACE("Light support - max lights %d.\n", gl_max);
}
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
gl_info->limits.texture_size = gl_max;
TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
gl_info->gl_ops.gl.p_glGetFloatv(gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
? GL_ALIASED_POINT_SIZE_RANGE : GL_POINT_SIZE_RANGE, gl_floatv);
gl_info->limits.pointsize_min = gl_floatv[0];
gl_info->limits.pointsize_max = gl_floatv[1];
TRACE("Maximum point size support - max point size %f.\n", gl_floatv[1]);
if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
TRACE("Minimum buffer map alignment: %d.\n", gl_max);
}
else
{
WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
}
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
gl_info->limits.general_combiners = gl_max;
TRACE("Max general combiners: %d.\n", gl_max);
}
if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
gl_info->limits.buffers = min(MAX_RENDER_TARGET_VIEWS, gl_max);
TRACE("Max draw buffers: %u.\n", gl_max);
}
if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &gl_max);
gl_info->limits.dual_buffers = gl_max;
TRACE("Max dual source draw buffers: %u.\n", gl_max);
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
}
else
{
gl_info->limits.texture_coords = gl_info->limits.textures;
}
TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max;
}
else
{
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures;
}
TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]);
if (gl_info->supported[ARB_VERTEX_SHADER])
{
unsigned int vertex_sampler_count;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
gl_info->limits.combined_samplers = gl_max;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
gl_info->limits.vertex_attribs = gl_max;
/* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
* is known at shader link time. In a vertex shader + pixel shader combination this isn't
* an issue because then the sampler setup only depends on the two shaders. If a pixel
* shader is used with fixed function vertex processing we're fine too because fixed function
* vertex processing doesn't use any samplers. If fixed function fragment processing is
* used we have to make sure that all vertex sampler setups are valid together with all
* possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
* <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
* dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
* dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
* a fixed function pipeline anymore.
*
* So this is just a check to check that our assumption holds true. If not, write a warning
* and reduce the number of vertex samplers or probably disable vertex texture fetch. */
if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
&& MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
{
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
vertex_sampler_count, gl_info->limits.combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
if (gl_info->limits.combined_samplers > MAX_TEXTURES)
vertex_sampler_count = gl_info->limits.combined_samplers - MAX_TEXTURES;
else
vertex_sampler_count = 0;
gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
}
}
else
{
gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
}
TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]);
TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
}
else
{
gl_info->limits.textures = 1;
gl_info->limits.texture_coords = 1;
}
if (gl_info->supported[ARB_VERTEX_BLEND])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
gl_info->limits.blends = gl_max;
TRACE("Max blends: %u.\n", gl_info->limits.blends);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
gl_info->limits.texture3d_size = gl_max;
TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
}
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &gl_max);
gl_info->limits.anisotropy = gl_max;
TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_float_constants = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_native_constants = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_ps_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_ps_temps = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_ps_instructions = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_ps_local_constants = gl_max;
TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
}
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_float_constants = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
gl_info->limits.arb_vs_native_constants = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
gl_info->limits.arb_vs_native_constants);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
gl_info->limits.arb_vs_temps = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
gl_info->limits.arb_vs_instructions = gl_max;
TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
}
if (gl_info->supported[ARB_VERTEX_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_vs_float_constants = gl_max / 4;
TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max vertex uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
}
}
if (gl_info->supported[ARB_TESSELLATION_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max hull uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max;
TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max domain uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max;
TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]);
}
if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max geometry uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max;
TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]);
}
if (gl_info->supported[ARB_FRAGMENT_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_info->limits.glsl_ps_float_constants = gl_max / 4;
TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
gl_info->limits.glsl_varyings = gl_max;
TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max fragment uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
}
}
if (gl_info->supported[ARB_COMPUTE_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &gl_max);
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE] = min(gl_max, WINED3D_MAX_CBS);
TRACE("Max compute uniform blocks: %u (%d).\n",
gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max;
TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]);
}
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
TRACE("Max combined uniform blocks: %d.\n", gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
TRACE("Max uniform buffer bindings: %d.\n", gl_max);
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &gl_max);
gl_info->limits.texture_buffer_offset_alignment = gl_max;
TRACE("Minimum required texture buffer offset alignment %d.\n", gl_max);
}
if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
{
GLint max_fragment_buffers, max_combined_buffers, max_bindings;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, &max_fragment_buffers);
TRACE("Max fragment atomic counter buffers: %d.\n", max_fragment_buffers);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, &max_combined_buffers);
TRACE("Max combined atomic counter buffers: %d.\n", max_combined_buffers);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &max_bindings);
TRACE("Max atomic counter buffer bindings: %d.\n", max_bindings);
if (max_fragment_buffers < MAX_UNORDERED_ACCESS_VIEWS
|| max_combined_buffers < MAX_UNORDERED_ACCESS_VIEWS
|| max_bindings < MAX_UNORDERED_ACCESS_VIEWS)
{
WARN("Disabling ARB_shader_atomic_counters.\n");
gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] = FALSE;
}
}
if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_STREAMS, &gl_max);
TRACE("Max vertex streams: %d.\n", gl_max);
}
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
else
gl_info->limits.shininess = 128.0f;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
gl_info->limits.samples = gl_max;
}
if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
gl_info->limits.framebuffer_width = gl_max;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
gl_info->limits.framebuffer_height = gl_max;
}
else
{
gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
}
gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
sampler_count = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
sampler_count += gl_info->limits.samplers[i];
if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
{
/* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
* 3.2 is 48 (16 per stage). When tessellation shaders are supported
* the minimum value is increased to 80. */
WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n",
sampler_count, gl_info->limits.combined_samplers);
for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16);
}
/* A majority of OpenGL implementations allow us to statically partition
* the set of texture bindings into six separate sets. */
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
sampler_count = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
sampler_count += gl_info->limits.samplers[i];
if (gl_info->limits.combined_samplers >= sampler_count)
gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
}
/* Context activation is done by the caller. */
static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
struct wined3d_caps_gl_ctx *caps_gl_ctx, DWORD wined3d_creation_flags)
{
static const struct
{
enum wined3d_gl_extension extension;
DWORD min_gl_version;
}
core_extensions[] =
{
{EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2)},
{ARB_MULTISAMPLE, MAKEDWORD_VERSION(1, 3)},
{ARB_MULTITEXTURE, MAKEDWORD_VERSION(1, 3)},
{ARB_TEXTURE_BORDER_CLAMP, MAKEDWORD_VERSION(1, 3)},
{ARB_TEXTURE_COMPRESSION, MAKEDWORD_VERSION(1, 3)},
{ARB_TEXTURE_CUBE_MAP, MAKEDWORD_VERSION(1, 3)},
{ARB_DEPTH_TEXTURE, MAKEDWORD_VERSION(1, 4)},
{ARB_POINT_PARAMETERS, MAKEDWORD_VERSION(1, 4)},
{ARB_SHADOW, MAKEDWORD_VERSION(1, 4)},
{ARB_TEXTURE_MIRRORED_REPEAT, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_COLOR, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_FUNC_SEPARATE, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_MINMAX, MAKEDWORD_VERSION(1, 4)},
{EXT_BLEND_SUBTRACT, MAKEDWORD_VERSION(1, 4)},
{EXT_STENCIL_WRAP, MAKEDWORD_VERSION(1, 4)},
{NV_POINT_SPRITE, MAKEDWORD_VERSION(1, 4)},
{ARB_OCCLUSION_QUERY, MAKEDWORD_VERSION(1, 5)},
{ARB_VERTEX_BUFFER_OBJECT, MAKEDWORD_VERSION(1, 5)},
{ARB_DRAW_BUFFERS, MAKEDWORD_VERSION(2, 0)},
{ARB_FRAGMENT_SHADER, MAKEDWORD_VERSION(2, 0)},
{ARB_SHADING_LANGUAGE_100, MAKEDWORD_VERSION(2, 0)},
{ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0)},
{ARB_VERTEX_SHADER, MAKEDWORD_VERSION(2, 0)},
{EXT_BLEND_EQUATION_SEPARATE, MAKEDWORD_VERSION(2, 0)},
{ARB_PIXEL_BUFFER_OBJECT, MAKEDWORD_VERSION(2, 1)},
{EXT_TEXTURE_SRGB, MAKEDWORD_VERSION(2, 1)},
{ARB_COLOR_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
{ARB_DEPTH_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
{ARB_FRAMEBUFFER_OBJECT, MAKEDWORD_VERSION(3, 0)},
{ARB_FRAMEBUFFER_SRGB, MAKEDWORD_VERSION(3, 0)},
{ARB_HALF_FLOAT_PIXEL, MAKEDWORD_VERSION(3, 0)},
{ARB_HALF_FLOAT_VERTEX, MAKEDWORD_VERSION(3, 0)},
{ARB_MAP_BUFFER_RANGE, MAKEDWORD_VERSION(3, 0)},
{ARB_TEXTURE_COMPRESSION_RGTC, MAKEDWORD_VERSION(3, 0)},
{ARB_TEXTURE_FLOAT, MAKEDWORD_VERSION(3, 0)},
{ARB_TEXTURE_RG, MAKEDWORD_VERSION(3, 0)},
{EXT_DRAW_BUFFERS2, MAKEDWORD_VERSION(3, 0)},
{EXT_PACKED_FLOAT, MAKEDWORD_VERSION(3, 0)},
{EXT_TEXTURE_ARRAY, MAKEDWORD_VERSION(3, 0)},
{EXT_TEXTURE_INTEGER, MAKEDWORD_VERSION(3, 0)},
{EXT_TEXTURE_SHARED_EXPONENT, MAKEDWORD_VERSION(3, 0)},
/* We don't want to enable EXT_GPU_SHADER4: even though similar
* functionality is available in core GL 3.0 / GLSL 1.30, it's different
* enough that reusing the same flag for the new features hurts more
* than it helps. */
/* EXT_framebuffer_object, EXT_framebuffer_blit,
* EXT_framebuffer_multisample and EXT_packed_depth_stencil
* are integrated into ARB_framebuffer_object. */
{ARB_COPY_BUFFER, MAKEDWORD_VERSION(3, 1)},
{ARB_DRAW_INSTANCED, MAKEDWORD_VERSION(3, 1)},
{ARB_TEXTURE_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
{ARB_UNIFORM_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
{EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
/* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
{ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
/* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
* core geometry shaders so it's not really correct to expose the
* extension for core-only support. */
{ARB_FRAGMENT_COORD_CONVENTIONS, MAKEDWORD_VERSION(3, 2)},
{ARB_PROVOKING_VERTEX, MAKEDWORD_VERSION(3, 2)},
{ARB_SEAMLESS_CUBE_MAP, MAKEDWORD_VERSION(3, 2)},
{ARB_SYNC, MAKEDWORD_VERSION(3, 2)},
{ARB_TEXTURE_MULTISAMPLE, MAKEDWORD_VERSION(3, 2)},
{ARB_VERTEX_ARRAY_BGRA, MAKEDWORD_VERSION(3, 2)},
{ARB_BLEND_FUNC_EXTENDED, MAKEDWORD_VERSION(3, 3)},
{ARB_EXPLICIT_ATTRIB_LOCATION, MAKEDWORD_VERSION(3, 3)},
{ARB_INSTANCED_ARRAYS, MAKEDWORD_VERSION(3, 3)},
{ARB_SAMPLER_OBJECTS, MAKEDWORD_VERSION(3, 3)},
{ARB_SHADER_BIT_ENCODING, MAKEDWORD_VERSION(3, 3)},
{ARB_TEXTURE_RGB10_A2UI, MAKEDWORD_VERSION(3, 3)},
{ARB_TEXTURE_SWIZZLE, MAKEDWORD_VERSION(3, 3)},
{ARB_TIMER_QUERY, MAKEDWORD_VERSION(3, 3)},
{ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)},
{ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)},
{ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
{ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
{ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
{ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
{ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)},
{ARB_TRANSFORM_FEEDBACK3, MAKEDWORD_VERSION(4, 0)},
{ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)},
{ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)},
{ARB_BASE_INSTANCE, MAKEDWORD_VERSION(4, 2)},
{ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)},
{ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)},
{ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADER_IMAGE_LOAD_STORE, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADING_LANGUAGE_420PACK, MAKEDWORD_VERSION(4, 2)},
{ARB_SHADING_LANGUAGE_PACKING, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_COMPRESSION_BPTC, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_STORAGE, MAKEDWORD_VERSION(4, 2)},
{ARB_CLEAR_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
{ARB_COMPUTE_SHADER, MAKEDWORD_VERSION(4, 3)},
{ARB_COPY_IMAGE, MAKEDWORD_VERSION(4, 3)},
{ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)},
{ARB_ES3_COMPATIBILITY, MAKEDWORD_VERSION(4, 3)},
{ARB_FRAGMENT_LAYER_VIEWPORT, MAKEDWORD_VERSION(4, 3)},
{ARB_FRAMEBUFFER_NO_ATTACHMENTS, MAKEDWORD_VERSION(4, 3)},
{ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)},
{ARB_SHADER_IMAGE_SIZE, MAKEDWORD_VERSION(4, 3)},
{ARB_SHADER_STORAGE_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
{ARB_STENCIL_TEXTURING, MAKEDWORD_VERSION(4, 3)},
{ARB_TEXTURE_BUFFER_RANGE, MAKEDWORD_VERSION(4, 3)},
{ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)},
{ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 2)},
{ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
{ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
{ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
{ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
{ARB_DERIVATIVE_CONTROL, MAKEDWORD_VERSION(4, 5)},
{ARB_PIPELINE_STATISTICS_QUERY, MAKEDWORD_VERSION(4, 6)},
{ARB_TEXTURE_FILTER_ANISOTROPIC, MAKEDWORD_VERSION(4, 6)},
};
struct wined3d_driver_info *driver_info = &adapter->driver_info;
const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
struct wined3d_gl_info *gl_info = &adapter->gl_info;
const struct gpu_description *gpu_description;
struct wined3d_vertex_caps vertex_caps;
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
const char *WGL_Extensions = NULL;
enum wined3d_gl_vendor gl_vendor;
DWORD gl_version, gl_ext_emul_mask;
UINT64 vram_bytes = 0;
HDC hdc;
unsigned int i, j;
GLint context_profile = 0;
TRACE("adapter %p.\n", adapter);
gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
if (!gl_renderer_str)
{
ERR("Received a NULL GL_RENDERER.\n");
return FALSE;
}
gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
if (!gl_vendor_str)
{
ERR("Received a NULL GL_VENDOR.\n");
return FALSE;
}
/* Parse the GL_VERSION field into major and minor information */
gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
if (!gl_version_str)
{
ERR("Received a NULL GL_VERSION.\n");
return FALSE;
}
gl_version = wined3d_parse_gl_version(gl_version_str);
load_gl_funcs(gl_info);
memset(gl_info->supported, 0, sizeof(gl_info->supported));
gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
if (gl_version >= MAKEDWORD_VERSION(3, 2))
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile);
checkGLcall("Querying context profile");
}
if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT)
TRACE("Got a core profile context.\n");
else
gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE;
TRACE("GL extensions reported:\n");
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
if (!gl_extensions)
{
ERR("Received a NULL GL_EXTENSIONS.\n");
return FALSE;
}
parse_extension_string(gl_info, gl_extensions, gl_extension_map, ARRAY_SIZE(gl_extension_map));
}
else
{
enumerate_gl_extensions(gl_info, gl_extension_map, ARRAY_SIZE(gl_extension_map));
}
hdc = wglGetCurrentDC();
/* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
if (GL_EXTCALL(wglGetExtensionsStringARB))
WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
if (!WGL_Extensions)
WARN("WGL extensions not supported.\n");
else
parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, ARRAY_SIZE(wgl_extension_map));
for (i = 0; i < ARRAY_SIZE(core_extensions); ++i)
{
if (!gl_info->supported[core_extensions[i].extension]
&& gl_version >= core_extensions[i].min_gl_version)
{
for (j = 0; j < ARRAY_SIZE(gl_extension_map); ++j)
if (gl_extension_map[j].extension == core_extensions[i].extension)
break;
if (j < ARRAY_SIZE(gl_extension_map))
{
TRACE("GL CORE: %s support.\n", gl_extension_map[j].extension_string);
gl_info->supported[core_extensions[i].extension] = TRUE;
}
else
{
FIXME("GL extension %u not in the GL extensions map.\n", core_extensions[i].extension);
}
}
}
if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT])
gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE;
if (gl_version >= MAKEDWORD_VERSION(2, 0))
gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
if (gl_version >= MAKEDWORD_VERSION(3, 2))
gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE;
/* All the points are actually point sprites in core contexts, the APIs from
* ARB_point_sprite are not supported anymore. */
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
gl_info->supported[ARB_POINT_SPRITE] = FALSE;
if (gl_info->supported[APPLE_FENCE])
{
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
* The apple extension interacts with some other apple exts. Disable the NV
* extension if the apple one is support to prevent confusion in other parts
* of the code. */
gl_info->supported[NV_FENCE] = FALSE;
}
if (gl_info->supported[APPLE_FLOAT_PIXELS])
{
/* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
*
* The enums are the same:
* GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
* GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
* GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
* GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
* GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
*/
if (!gl_info->supported[ARB_TEXTURE_FLOAT])
{
TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
}
if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
{
TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
}
}
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
/* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
* functionality. Prefer the ARB extension */
gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
}
if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
{
TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
}
if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
{
TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n");
gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE;
}
if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
}
if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG])
{
TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n");
gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE;
}
if (gl_info->supported[NV_TEXTURE_SHADER2])
{
if (gl_info->supported[NV_REGISTER_COMBINERS])
{
/* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
* are supported. The nv extensions provide the same functionality as the
* ATI one, and a bit more(signed pixelformats). */
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
}
}
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
/* If we have full NP2 texture support, disable
* GL_ARB_texture_rectangle because we will never use it.
* This saves a few redundant glDisable calls. */
gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
}
if (gl_info->supported[ATI_FRAGMENT_SHADER])
{
/* Disable NV_register_combiners and fragment shader if this is supported.
* generally the NV extensions are preferred over the ATI ones, and this
* extension is disabled if register_combiners and texture_shader2 are both
* supported. So we reach this place only if we have incomplete NV dxlevel 8
* fragment processing support. */
gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
}
if (gl_info->supported[NV_HALF_FLOAT])
{
/* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
}
if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
{
/* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
* for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
* we never render to sRGB surfaces). */
TRACE("EXT_texture_sRGB_decode is not supported, disabling ARB_framebuffer_sRGB.\n");
gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
}
if (gl_info->supported[ARB_OCCLUSION_QUERY])
{
GLint counter_bits;
GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Occlusion query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
}
if (gl_info->supported[ARB_TIMER_QUERY])
{
GLint counter_bits;
GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Timestamp query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[ARB_TIMER_QUERY] = FALSE;
}
if (gl_version >= MAKEDWORD_VERSION(3, 0))
{
GLint counter_bits;
gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = TRUE;
GL_EXTCALL(glGetQueryiv(GL_PRIMITIVES_GENERATED, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Primitives query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
GL_EXTCALL(glGetQueryiv(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_QUERY_COUNTER_BITS, &counter_bits));
TRACE("Transform feedback primitives query counter has %d bits.\n", counter_bits);
if (!counter_bits)
gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
}
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
{
GLint subpixel_bits;
gl_info->gl_ops.gl.p_glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixel_bits);
TRACE("Viewport supports %d subpixel bits.\n", subpixel_bits);
if (subpixel_bits < 8 && gl_info->supported[ARB_CLIP_CONTROL])
{
TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
}
if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY])
{
/* When using ARB_clip_control we need the float viewport parameters
* introduced by ARB_viewport_array to take care of the shifted pixel
* coordinates. */
TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n");
gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
}
if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE])
{
/* The stencil value needs to be placed in the green channel. */
TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n");
gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE;
}
if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
{
TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
}
if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
{
TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
}
if (gl_info->supported[ARB_TEXTURE_STORAGE] && gl_info->supported[APPLE_YCBCR_422])
{
/* AFAIK APPLE_ycbcr_422 is only available in legacy contexts so we shouldn't ever hit this. */
ERR("Disabling APPLE_ycbcr_422 because of ARB_texture_storage.\n");
gl_info->supported[APPLE_YCBCR_422] = FALSE;
}
if (gl_info->supported[ARB_DRAW_INDIRECT] && !gl_info->supported[ARB_BASE_INSTANCE])
{
/* If ARB_base_instance is not supported the baseInstance field
* in indirect draw parameters must be 0 or behavior is undefined.
*/
WARN("Disabling ARB_draw_indirect because ARB_base_instance is not supported.\n");
gl_info->supported[ARB_DRAW_INDIRECT] = FALSE;
}
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !wined3d_settings.multisample_textures)
gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !gl_info->supported[ARB_TEXTURE_STORAGE_MULTISAMPLE])
{
WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n");
gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
}
wined3d_adapter_init_limits(gl_info);
if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
{
const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
unsigned int major, minor;
TRACE("GLSL version string: %s.\n", debugstr_a(str));
/* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
sscanf(str, "%u.%u", &major, &minor);
gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
gl_info->supported[WINED3D_GLSL_130] = TRUE;
}
checkGLcall("extension detection");
adapter->shader_backend = select_shader_backend(gl_info);
adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
adapter->d3d_info.limits.hs_version = shader_caps.hs_version;
adapter->d3d_info.limits.ds_version = shader_caps.ds_version;
adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
adapter->d3d_info.limits.cs_version = shader_caps.cs_version;
adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
adapter->d3d_info.limits.varying_count = shader_caps.varying_count;
adapter->d3d_info.shader_double_precision = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION;
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
adapter->d3d_info.xyzrhw = vertex_caps.xyzrhw;
adapter->d3d_info.ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
adapter->d3d_info.limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
adapter->d3d_info.limits.active_light_count = vertex_caps.max_active_lights;
adapter->d3d_info.emulated_flatshading = vertex_caps.emulated_flatshading;
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
adapter->d3d_info.shader_color_key = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY;
adapter->d3d_info.wined3d_creation_flags = wined3d_creation_flags;
TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
adapter->d3d_info.valid_rt_mask = 0;
for (i = 0; i < gl_info->limits.buffers; ++i)
adapter->d3d_info.valid_rt_mask |= (1u << i);
adapter->d3d_info.valid_dual_rt_mask = 0;
for (i = 0; i < gl_info->limits.dual_buffers; ++i)
adapter->d3d_info.valid_dual_rt_mask |= (1u << i);
if (!adapter->d3d_info.shader_color_key)
{
/* We do not want to deal with re-creating immutable texture storage for color keying emulation. */
WARN("Disabling ARB_texture_storage because fragment pipe doesn't support color keying.\n");
gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE;
}
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
{
gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
= gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTexture;
}
else
{
if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
{
gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
= gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
}
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
{
gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTextureARB;
gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB;
}
if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
{
gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
}
if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
{
gl_info->fbo_ops.glRenderbufferStorageMultisample
= gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
}
}
gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
GLuint vao;
GL_EXTCALL(glGenVertexArrays(1, &vao));
GL_EXTCALL(glBindVertexArray(vao));
checkGLcall("creating VAO");
}
gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str, gl_version_str);
TRACE("Guessed GL vendor %#x.\n", gl_vendor);
if (!(gpu_description = query_gpu_description(gl_info, &vram_bytes)))
{
enum wined3d_pci_vendor vendor;
enum wined3d_pci_device device;
vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
TRACE("Guessed vendor PCI ID 0x%04x.\n", vendor);
device = wined3d_guess_card(&shader_caps, &fragment_caps, gl_info->glsl_version,
gl_renderer_str, &gl_vendor, &vendor);
TRACE("Guessed device PCI ID 0x%04x.\n", device);
if (!(gpu_description = get_gpu_description(vendor, device)))
{
ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
return FALSE;
}
}
fixup_extensions(gl_info, caps_gl_ctx, gl_renderer_str, gl_vendor,
gpu_description->vendor, gpu_description->card);
init_driver_info(driver_info, gpu_description, vram_bytes);
gl_ext_emul_mask = adapter->vertex_pipe->vp_get_emul_mask(gl_info)
| adapter->fragment_pipe->get_emul_mask(gl_info);
if (gl_ext_emul_mask & GL_EXT_EMUL_ARB_MULTITEXTURE)
install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE);
if (gl_ext_emul_mask & GL_EXT_EMUL_EXT_FOG_COORD)
install_gl_compat_wrapper(gl_info, EXT_FOG_COORD);
return TRUE;
}
UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
{
TRACE("wined3d %p, reporting %u adapters.\n",
wined3d, wined3d->adapter_count);
return wined3d->adapter_count;
}
HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
{
FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_output_desc(const struct wined3d *wined3d, unsigned int adapter_idx,
struct wined3d_output_desc *desc)
{
enum wined3d_display_rotation rotation;
const struct wined3d_adapter *adapter;
struct wined3d_display_mode mode;
HMONITOR monitor;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, desc %p.\n", wined3d, adapter_idx, desc);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
if (!(monitor = MonitorFromPoint(adapter->monitor_position, MONITOR_DEFAULTTOPRIMARY)))
return WINED3DERR_INVALIDCALL;
if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, &rotation)))
return hr;
memcpy(desc->device_name, adapter->DeviceName, sizeof(desc->device_name));
SetRect(&desc->desktop_rect, 0, 0, mode.width, mode.height);
OffsetRect(&desc->desktop_rect, adapter->monitor_position.x, adapter->monitor_position.y);
/* FIXME: We should get this from EnumDisplayDevices() when the adapters
* are created. */
desc->attached_to_desktop = TRUE;
desc->rotation = rotation;
desc->monitor = monitor;
return WINED3D_OK;
}
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
of the same bpp but different resolutions */
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering)
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
unsigned int i = 0;
unsigned int j = 0;
UINT format_bits;
DEVMODEW mode;
TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering);
if (adapter_idx >= wined3d->adapter_count)
return 0;
adapter = &wined3d->adapters[adapter_idx];
format = wined3d_get_format(&adapter->gl_info, format_id, WINED3DUSAGE_RENDERTARGET);
format_bits = format->byte_count * CHAR_BIT;
memset(&mode, 0, sizeof(mode));
mode.dmSize = sizeof(mode);
while (EnumDisplaySettingsExW(adapter->DeviceName, j++, &mode, 0))
{
if (mode.dmFields & DM_DISPLAYFLAGS)
{
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
&& (mode.u2.dmDisplayFlags & DM_INTERLACED))
continue;
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
&& !(mode.u2.dmDisplayFlags & DM_INTERLACED))
continue;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for d3d8, do not enumerate P8 here. */
if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
}
else if (mode.dmBitsPerPel == format_bits)
{
++i;
}
}
TRACE("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
return i;
}
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering,
UINT mode_idx, struct wined3d_display_mode *mode)
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
UINT format_bits;
DEVMODEW m;
UINT i = 0;
int j = 0;
TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x, mode_idx %u, mode %p.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), scanline_ordering, mode_idx, mode);
if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
format = wined3d_get_format(&adapter->gl_info, format_id, WINED3DUSAGE_RENDERTARGET);
format_bits = format->byte_count * CHAR_BIT;
memset(&m, 0, sizeof(m));
m.dmSize = sizeof(m);
while (i <= mode_idx)
{
if (!EnumDisplaySettingsExW(adapter->DeviceName, j++, &m, 0))
{
WARN("Invalid mode_idx %u.\n", mode_idx);
return WINED3DERR_INVALIDCALL;
}
if (m.dmFields & DM_DISPLAYFLAGS)
{
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_PROGRESSIVE
&& (m.u2.dmDisplayFlags & DM_INTERLACED))
continue;
if (scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED
&& !(m.u2.dmDisplayFlags & DM_INTERLACED))
continue;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for d3d8, do not enumerate P8 here. */
if (m.dmBitsPerPel == 32 || m.dmBitsPerPel == 16) ++i;
}
else if (m.dmBitsPerPel == format_bits)
{
++i;
}
}
mode->width = m.dmPelsWidth;
mode->height = m.dmPelsHeight;
mode->refresh_rate = DEFAULT_REFRESH_RATE;
if (m.dmFields & DM_DISPLAYFREQUENCY)
mode->refresh_rate = m.dmDisplayFrequency;
if (format_id == WINED3DFMT_UNKNOWN)
mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
else
mode->format_id = format_id;
if (!(m.dmFields & DM_DISPLAYFLAGS))
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
else if (m.u2.dmDisplayFlags & DM_INTERLACED)
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
else
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
TRACE("%ux%u@%u %u bpp, %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
m.dmBitsPerPel, debug_d3dformat(mode->format_id), mode->scanline_ordering);
return WINED3D_OK;
}
HRESULT CDECL wined3d_find_closest_matching_adapter_mode(const struct wined3d *wined3d,
unsigned int adapter_idx, struct wined3d_display_mode *mode)
{
unsigned int i, j, mode_count, matching_mode_count, closest;
struct wined3d_display_mode **matching_modes;
struct wined3d_display_mode *modes;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode);
if (!(mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx,
mode->format_id, WINED3D_SCANLINE_ORDERING_UNKNOWN)))
{
WARN("Adapter has 0 matching modes.\n");
return E_FAIL;
}
if (!(modes = heap_calloc(mode_count, sizeof(*modes))))
return E_OUTOFMEMORY;
if (!(matching_modes = heap_calloc(mode_count, sizeof(*matching_modes))))
{
heap_free(modes);
return E_OUTOFMEMORY;
}
for (i = 0; i < mode_count; ++i)
{
if (FAILED(hr = wined3d_enum_adapter_modes(wined3d, adapter_idx,
mode->format_id, WINED3D_SCANLINE_ORDERING_UNKNOWN, i, &modes[i])))
{
heap_free(matching_modes);
heap_free(modes);
return hr;
}
matching_modes[i] = &modes[i];
}
matching_mode_count = mode_count;
if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
{
for (i = 0, j = 0; i < matching_mode_count; ++i)
{
if (matching_modes[i]->scanline_ordering == mode->scanline_ordering)
matching_modes[j++] = matching_modes[i];
}
if (j > 0)
matching_mode_count = j;
}
if (mode->refresh_rate)
{
for (i = 0, j = 0; i < matching_mode_count; ++i)
{
if (matching_modes[i]->refresh_rate == mode->refresh_rate)
matching_modes[j++] = matching_modes[i];
}
if (j > 0)
matching_mode_count = j;
}
if (!mode->width || !mode->height)
{
struct wined3d_display_mode current_mode;
if (FAILED(hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx,
&current_mode, NULL)))
{
heap_free(matching_modes);
heap_free(modes);
return hr;
}
mode->width = current_mode.width;
mode->height = current_mode.height;
}
closest = ~0u;
for (i = 0, j = 0; i < matching_mode_count; ++i)
{
unsigned int d = abs(mode->width - matching_modes[i]->width)
+ abs(mode->height - matching_modes[i]->height);
if (closest > d)
{
closest = d;
j = i;
}
}
*mode = *matching_modes[j];
heap_free(matching_modes);
heap_free(modes);
TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
mode->refresh_rate, debug_d3dformat(mode->format_id),
mode->scanline_ordering);
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
const struct wined3d_adapter *adapter;
DEVMODEW m;
TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
wined3d, adapter_idx, mode, rotation);
if (!mode || adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
memset(&m, 0, sizeof(m));
m.dmSize = sizeof(m);
EnumDisplaySettingsExW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &m, 0);
mode->width = m.dmPelsWidth;
mode->height = m.dmPelsHeight;
mode->refresh_rate = DEFAULT_REFRESH_RATE;
if (m.dmFields & DM_DISPLAYFREQUENCY)
mode->refresh_rate = m.dmDisplayFrequency;
mode->format_id = pixelformat_for_depth(m.dmBitsPerPel);
/* Lie about the format. X11 can't change the color depth, and some apps
* are pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
* that GetDisplayMode still returns 24 bpp. This should probably be
* handled in winex11 instead. */
if (adapter->screen_format && adapter->screen_format != mode->format_id)
{
WARN("Overriding format %s with stored format %s.\n",
debug_d3dformat(mode->format_id),
debug_d3dformat(adapter->screen_format));
mode->format_id = adapter->screen_format;
}
if (!(m.dmFields & DM_DISPLAYFLAGS))
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
else if (m.u2.dmDisplayFlags & DM_INTERLACED)
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_INTERLACED;
else
mode->scanline_ordering = WINED3D_SCANLINE_ORDERING_PROGRESSIVE;
if (rotation)
{
switch (m.u1.s2.dmDisplayOrientation)
{
case DMDO_DEFAULT:
*rotation = WINED3D_DISPLAY_ROTATION_0;
break;
case DMDO_90:
*rotation = WINED3D_DISPLAY_ROTATION_90;
break;
case DMDO_180:
*rotation = WINED3D_DISPLAY_ROTATION_180;
break;
case DMDO_270:
*rotation = WINED3D_DISPLAY_ROTATION_270;
break;
default:
FIXME("Unhandled display rotation %#x.\n", m.u1.s2.dmDisplayOrientation);
*rotation = WINED3D_DISPLAY_ROTATION_UNSPECIFIED;
break;
}
}
TRACE("Returning %ux%u@%u %s %#x.\n", mode->width, mode->height,
mode->refresh_rate, debug_d3dformat(mode->format_id),
mode->scanline_ordering);
return WINED3D_OK;
}
HRESULT CDECL wined3d_set_adapter_display_mode(struct wined3d *wined3d,
UINT adapter_idx, const struct wined3d_display_mode *mode)
{
struct wined3d_adapter *adapter;
DEVMODEW new_mode, current_mode;
RECT clip_rc;
LONG ret;
enum wined3d_format_id new_format_id;
TRACE("wined3d %p, adapter_idx %u, mode %p.\n", wined3d, adapter_idx, mode);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
memset(&new_mode, 0, sizeof(new_mode));
new_mode.dmSize = sizeof(new_mode);
memset(&current_mode, 0, sizeof(current_mode));
current_mode.dmSize = sizeof(current_mode);
if (mode)
{
const struct wined3d_format *format;
TRACE("mode %ux%u@%u %s %#x.\n", mode->width, mode->height, mode->refresh_rate,
debug_d3dformat(mode->format_id), mode->scanline_ordering);
format = wined3d_get_format(&adapter->gl_info, mode->format_id, WINED3DUSAGE_RENDERTARGET);
new_mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
new_mode.dmBitsPerPel = format->byte_count * CHAR_BIT;
new_mode.dmPelsWidth = mode->width;
new_mode.dmPelsHeight = mode->height;
new_mode.dmDisplayFrequency = mode->refresh_rate;
if (mode->refresh_rate)
new_mode.dmFields |= DM_DISPLAYFREQUENCY;
if (mode->scanline_ordering != WINED3D_SCANLINE_ORDERING_UNKNOWN)
{
new_mode.dmFields |= DM_DISPLAYFLAGS;
if (mode->scanline_ordering == WINED3D_SCANLINE_ORDERING_INTERLACED)
new_mode.u2.dmDisplayFlags |= DM_INTERLACED;
}
new_format_id = mode->format_id;
}
else
{
if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_REGISTRY_SETTINGS, &new_mode))
{
ERR("Failed to read mode from registry.\n");
return WINED3DERR_NOTAVAILABLE;
}
new_format_id = pixelformat_for_depth(new_mode.dmBitsPerPel);
}
/* Only change the mode if necessary. */
if (!EnumDisplaySettingsW(adapter->DeviceName, ENUM_CURRENT_SETTINGS, &current_mode))
{
ERR("Failed to get current display mode.\n");
}
else if (current_mode.dmPelsWidth == new_mode.dmPelsWidth
&& current_mode.dmPelsHeight == new_mode.dmPelsHeight
&& current_mode.dmBitsPerPel == new_mode.dmBitsPerPel
&& (current_mode.dmDisplayFrequency == new_mode.dmDisplayFrequency
|| !(new_mode.dmFields & DM_DISPLAYFREQUENCY))
&& (current_mode.u2.dmDisplayFlags == new_mode.u2.dmDisplayFlags
|| !(new_mode.dmFields & DM_DISPLAYFLAGS)))
{
TRACE("Skipping redundant mode setting call.\n");
adapter->screen_format = new_format_id;
return WINED3D_OK;
}
ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
if (ret != DISP_CHANGE_SUCCESSFUL)
{
if (new_mode.dmFields & DM_DISPLAYFREQUENCY)
{
WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
new_mode.dmFields &= ~DM_DISPLAYFREQUENCY;
new_mode.dmDisplayFrequency = 0;
ret = ChangeDisplaySettingsExW(adapter->DeviceName, &new_mode, NULL, CDS_FULLSCREEN, NULL);
}
if (ret != DISP_CHANGE_SUCCESSFUL)
return WINED3DERR_NOTAVAILABLE;
}
/* Store the new values. */
adapter->screen_format = new_format_id;
/* And finally clip mouse to our screen. */
SetRect(&clip_rc, 0, 0, new_mode.dmPelsWidth, new_mode.dmPelsHeight);
ClipCursor(&clip_rc);
return WINED3D_OK;
}
/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
and fields being inserted in the middle, a new structure is used in place */
HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
UINT adapter_idx, DWORD flags, struct wined3d_adapter_identifier *identifier)
{
const struct wined3d_adapter *adapter;
size_t len;
TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
wined3d, adapter_idx, flags, identifier);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
if (identifier->driver_size)
{
const char *name = adapter->driver_info.name;
len = min(strlen(name), identifier->driver_size - 1);
memcpy(identifier->driver, name, len);
memset(&identifier->driver[len], 0, identifier->driver_size - len);
}
if (identifier->description_size)
{
const char *description = adapter->driver_info.description;
len = min(strlen(description), identifier->description_size - 1);
memcpy(identifier->description, description, len);
memset(&identifier->description[len], 0, identifier->description_size - len);
}
/* Note that d3d8 doesn't supply a device name. */
if (identifier->device_name_size)
{
if (!WideCharToMultiByte(CP_ACP, 0, adapter->DeviceName, -1, identifier->device_name,
identifier->device_name_size, NULL, NULL))
{
ERR("Failed to convert device name, last error %#x.\n", GetLastError());
return WINED3DERR_INVALIDCALL;
}
}
identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
identifier->vendor_id = adapter->driver_info.vendor;
identifier->device_id = adapter->driver_info.device;
identifier->subsystem_id = 0;
identifier->revision = 0;
memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
identifier->video_memory = min(~(SIZE_T)0, adapter->vram_bytes);
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_adapter_raster_status(const struct wined3d *wined3d, UINT adapter_idx,
struct wined3d_raster_status *raster_status)
{
LONGLONG freq_per_frame, freq_per_line;
LARGE_INTEGER counter, freq_per_sec;
struct wined3d_display_mode mode;
static UINT once;
if (!once++)
FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
wined3d, adapter_idx, raster_status);
else
WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
wined3d, adapter_idx, raster_status);
/* Obtaining the raster status is a widely implemented but optional
* feature. When this method returns OK StarCraft 2 expects the
* raster_status->InVBlank value to actually change over time.
* And Endless Alice Crysis doesn't care even if this method fails.
* Thus this method returns OK and fakes raster_status by
* QueryPerformanceCounter. */
if (!QueryPerformanceCounter(&counter) || !QueryPerformanceFrequency(&freq_per_sec))
return WINED3DERR_INVALIDCALL;
if (FAILED(wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode, NULL)))
return WINED3DERR_INVALIDCALL;
if (mode.refresh_rate == DEFAULT_REFRESH_RATE)
mode.refresh_rate = 60;
freq_per_frame = freq_per_sec.QuadPart / mode.refresh_rate;
/* Assume 20 scan lines in the vertical blank. */
freq_per_line = freq_per_frame / (mode.height + 20);
raster_status->scan_line = (counter.QuadPart % freq_per_frame) / freq_per_line;
if (raster_status->scan_line < mode.height)
raster_status->in_vblank = FALSE;
else
{
raster_status->scan_line = 0;
raster_status->in_vblank = TRUE;
}
TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
raster_status->in_vblank, raster_status->scan_line);
return WINED3D_OK;
}
static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
{
/* Float formats need FBOs. If FBOs are used this function isn't called */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
return FALSE;
/* Probably a RGBA_float or color index mode. */
if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
return FALSE;
if (cfg->redSize < format->red_size
|| cfg->greenSize < format->green_size
|| cfg->blueSize < format->blue_size
|| cfg->alphaSize < format->alpha_size)
return FALSE;
return TRUE;
}
static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
{
BOOL lockable = FALSE;
/* Float formats need FBOs. If FBOs are used this function isn't called */
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
return FALSE;
if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
lockable = TRUE;
/* On some modern cards like the Geforce8/9, GLX doesn't offer some
* depth/stencil formats which D3D9 reports. We can safely report
* "compatible" formats (e.g. D24 can be used for D16) as long as we
* aren't dealing with a lockable format. This also helps D3D <= 7 as they
* expect D16 which isn't offered without this on Geforce8 cards. */
if (!(cfg->depthSize == format->depth_size || (!lockable && cfg->depthSize > format->depth_size)))
return FALSE;
/* Some cards like Intel i915 ones only offer D24S8 but lots of games also
* need a format without stencil. We can allow a mismatch if the format
* doesn't have any stencil bits. If it does have stencil bits the size
* must match, or stencil wrapping would break. */
if (format->stencil_size && cfg->stencilSize != format->stencil_size)
return FALSE;
return TRUE;
}
HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
UINT adapter_idx, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id,
enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
{
const struct wined3d_format *rt_format;
const struct wined3d_format *ds_format;
const struct wined3d_adapter *adapter;
TRACE("wined3d %p, adapter_idx %u, device_type %s,\n"
"adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter = &wined3d->adapters[adapter_idx];
rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id, WINED3DUSAGE_RENDERTARGET);
ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id, WINED3DUSAGE_DEPTHSTENCIL);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if ((rt_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_RENDERTARGET)
&& (ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
{
TRACE("Formats match.\n");
return WINED3D_OK;
}
}
else
{
const struct wined3d_pixel_format *cfgs;
unsigned int cfg_count;
unsigned int i;
cfgs = adapter->cfgs;
cfg_count = adapter->cfg_count;
for (i = 0; i < cfg_count; ++i)
{
if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
&& wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
{
TRACE("Formats match.\n");
return WINED3D_OK;
}
}
}
TRACE("Unsupported format pair: %s and %s.\n",
debug_d3dformat(render_target_format_id),
debug_d3dformat(depth_stencil_format_id));
return WINED3DERR_NOTAVAILABLE;
}
HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
enum wined3d_multisample_type multisample_type, DWORD *quality_levels)
{
const struct wined3d_gl_info *gl_info = &wined3d->adapters[adapter_idx].gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, surface_format_id, 0);
HRESULT hr = WINED3D_OK;
TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s, "
"windowed %#x, multisample_type %#x, quality_levels %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
windowed, multisample_type, quality_levels);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
if (surface_format_id == WINED3DFMT_UNKNOWN)
return WINED3DERR_INVALIDCALL;
if (multisample_type < WINED3D_MULTISAMPLE_NONE)
return WINED3DERR_INVALIDCALL;
if (multisample_type > WINED3D_MULTISAMPLE_16_SAMPLES)
{
FIXME("multisample_type %u not handled yet.\n", multisample_type);
return WINED3DERR_NOTAVAILABLE;
}
if (multisample_type && !(format->multisample_types & 1u << (multisample_type - 1)))
hr = WINED3DERR_NOTAVAILABLE;
if (SUCCEEDED(hr) || (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE && format->multisample_types))
{
if (quality_levels)
{
if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
*quality_levels = wined3d_popcount(format->multisample_types);
else
*quality_levels = 1;
}
return WINED3D_OK;
}
TRACE("Returning not supported.\n");
return hr;
}
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *display_format, const struct wined3d_format *ds_format,
enum wined3d_gl_resource_type gl_type)
{
/* Only allow depth/stencil formats */
if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
/* Blacklist formats not supported on Windows */
switch (ds_format->id)
{
case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
case WINED3DFMT_S4X4_UINT_D24_UNORM:
TRACE("[FAILED] - not supported on windows.\n");
return FALSE;
default:
break;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
/* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
if (ds_format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
return TRUE;
}
else
{
unsigned int i;
/* Walk through all WGL pixel formats to find a match */
for (i = 0; i < adapter->cfg_count; ++i)
{
const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
&& wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
return TRUE;
}
}
return FALSE;
}
/* Check the render target capabilities of a format */
static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
const struct wined3d_format *adapter_format, const struct wined3d_format *check_format,
enum wined3d_gl_resource_type gl_type)
{
/* Filter out non-RT formats */
if (!(check_format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
return TRUE;
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
const struct wined3d_pixel_format *cfgs = adapter->cfgs;
unsigned int i;
/* In backbuffer mode the front and backbuffer share the same WGL
* pixelformat. The format must match in RGB, alpha is allowed to be
* different. (Only the backbuffer can have alpha.) */
if (adapter_format->red_size != check_format->red_size
|| adapter_format->green_size != check_format->green_size
|| adapter_format->blue_size != check_format->blue_size)
{
TRACE("[FAILED]\n");
return FALSE;
}
/* Check if there is a WGL pixel format matching the requirements, the format should also be window
* drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
for (i = 0; i < adapter->cfg_count; ++i)
{
if (cfgs[i].windowDrawable
&& wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
{
TRACE("Pixel format %d is compatible with format %s.\n",
cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
return TRUE;
}
}
}
return FALSE;
}
static BOOL wined3d_check_surface_capability(const struct wined3d_format *format, BOOL no3d)
{
if (no3d)
{
switch (format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
TRACE("[FAILED] - Not enumerated on Windows.\n");
return FALSE;
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
case WINED3DFMT_P8_UINT:
TRACE("[OK]\n");
return TRUE;
default:
TRACE("[FAILED] - Not available on GDI surfaces.\n");
return FALSE;
}
}
if (format->glInternal)
{
TRACE("[OK]\n");
return TRUE;
}
if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_EXTENSION | WINED3DFMT_FLAG_TEXTURE))
== (WINED3DFMT_FLAG_EXTENSION | WINED3DFMT_FLAG_TEXTURE))
{
TRACE("[OK]\n");
return TRUE;
}
/* Reject other formats */
TRACE("[FAILED]\n");
return FALSE;
}
/* OpenGL supports mipmapping on all formats. Wrapping is unsupported, but we
* have to report mipmapping so we cannot reject WRAPANDMIP. Tests show that
* Windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to
* show that wrapping is supported. The lack of filtering will sort out the
* mipmapping capability anyway.
*
* For now lets report this on all formats, but in the future we may want to
* restrict it to some should applications need that. */
HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
const struct wined3d_format *adapter_format, *format;
enum wined3d_gl_resource_type gl_type, gl_type_end;
BOOL mipmap_gen_supported = TRUE;
DWORD format_flags = 0;
DWORD allowed_usage;
TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s, "
"resource_type %s, check_format %s.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
debug_d3dformat(check_format_id));
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
adapter_format = wined3d_get_format(gl_info, adapter_format_id, WINED3DUSAGE_RENDERTARGET);
format = wined3d_get_format(gl_info, check_format_id, usage);
switch (resource_type)
{
case WINED3D_RTYPE_NONE:
allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_RENDERTARGET;
gl_type = WINED3D_GL_RES_TYPE_TEX_1D;
gl_type_end = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case WINED3D_RTYPE_TEXTURE_1D:
allowed_usage = WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_SOFTWAREPROCESSING
| WINED3DUSAGE_TEXTURE
| WINED3DUSAGE_QUERY_FILTER
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
| WINED3DUSAGE_QUERY_SRGBREAD
| WINED3DUSAGE_QUERY_SRGBWRITE
| WINED3DUSAGE_QUERY_VERTEXTEXTURE
| WINED3DUSAGE_QUERY_WRAPANDMIP;
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_1D;
break;
case WINED3D_RTYPE_TEXTURE_2D:
allowed_usage = WINED3DUSAGE_DEPTHSTENCIL
| WINED3DUSAGE_RENDERTARGET
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
if (usage & WINED3DUSAGE_RENDERTARGET)
allowed_usage |= WINED3DUSAGE_QUERY_SRGBWRITE;
if (!(usage & WINED3DUSAGE_TEXTURE))
{
if (!wined3d_check_surface_capability(format, wined3d->flags & WINED3D_NO3D))
{
TRACE("[FAILED] - Not supported for plain surfaces.\n");
return WINED3DERR_NOTAVAILABLE;
}
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_RB;
break;
}
allowed_usage |= WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_LEGACY_CUBEMAP
| WINED3DUSAGE_SOFTWAREPROCESSING
| WINED3DUSAGE_TEXTURE
| WINED3DUSAGE_QUERY_FILTER
| WINED3DUSAGE_QUERY_GENMIPMAP
| WINED3DUSAGE_QUERY_LEGACYBUMPMAP
| WINED3DUSAGE_QUERY_SRGBREAD
| WINED3DUSAGE_QUERY_SRGBWRITE
| WINED3DUSAGE_QUERY_VERTEXTEXTURE
| WINED3DUSAGE_QUERY_WRAPANDMIP;
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_2D;
if (usage & WINED3DUSAGE_LEGACY_CUBEMAP)
{
allowed_usage &= ~(WINED3DUSAGE_DEPTHSTENCIL | WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_CUBE;
}
else if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
&& (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW)
&& !gl_info->supported[ARB_SHADOW])
{
TRACE("[FAILED] - No shadow sampler support.\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3D_RTYPE_TEXTURE_3D:
allowed_usage = WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_SOFTWAREPROCESSING
| WINED3DUSAGE_TEXTURE
| WINED3DUSAGE_QUERY_FILTER
| WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING
| WINED3DUSAGE_QUERY_SRGBREAD
| WINED3DUSAGE_QUERY_SRGBWRITE
| WINED3DUSAGE_QUERY_VERTEXTEXTURE
| WINED3DUSAGE_QUERY_WRAPANDMIP;
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_3D;
break;
case WINED3D_RTYPE_BUFFER:
allowed_usage = WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_QUERY_VERTEXTEXTURE;
gl_type = gl_type_end = WINED3D_GL_RES_TYPE_BUFFER;
break;
default:
FIXME("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
return WINED3DERR_NOTAVAILABLE;
}
if ((usage & allowed_usage) != usage)
{
TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
usage, debug_d3dresourcetype(resource_type), allowed_usage);
return WINED3DERR_NOTAVAILABLE;
}
if (usage & WINED3DUSAGE_TEXTURE)
format_flags |= WINED3DFMT_FLAG_TEXTURE;
if (usage & WINED3DUSAGE_QUERY_FILTER)
format_flags |= WINED3DFMT_FLAG_FILTERING;
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
format_flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
format_flags |= WINED3DFMT_FLAG_SRGB_READ;
if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
format_flags |= WINED3DFMT_FLAG_SRGB_WRITE;
if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
format_flags |= WINED3DFMT_FLAG_VTF;
if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
format_flags |= WINED3DFMT_FLAG_BUMPMAP;
if ((format_flags & WINED3DFMT_FLAG_TEXTURE) && (wined3d->flags & WINED3D_NO3D))
{
TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
return WINED3DERR_NOTAVAILABLE;
}
for (; gl_type <= gl_type_end; ++gl_type)
{
if ((format->flags[gl_type] & format_flags) != format_flags)
{
TRACE("Requested format flags %#x, but format %s only has %#x.\n",
format_flags, debug_d3dformat(check_format_id), format->flags[gl_type]);
return WINED3DERR_NOTAVAILABLE;
}
if ((usage & WINED3DUSAGE_RENDERTARGET)
&& !CheckRenderTargetCapability(adapter, adapter_format, format, gl_type))
{
TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
debug_d3dformat(check_format_id));
return WINED3DERR_NOTAVAILABLE;
}
/* 3D depth / stencil textures are never supported. */
if (usage == WINED3DUSAGE_DEPTHSTENCIL && gl_type == WINED3D_GL_RES_TYPE_TEX_3D)
continue;
if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
&& !CheckDepthStencilCapability(adapter, adapter_format, format, gl_type))
{
TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
debug_d3dformat(check_format_id));
return WINED3DERR_NOTAVAILABLE;
}
if (!(format->flags[gl_type] & WINED3DFMT_FLAG_GEN_MIPMAP))
mipmap_gen_supported = FALSE;
}
if ((usage & WINED3DUSAGE_QUERY_GENMIPMAP) && !mipmap_gen_supported)
{
TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
return WINED3DOK_NOMIPGEN;
}
return WINED3D_OK;
}
UINT CDECL wined3d_calculate_format_pitch(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_format_id format_id, UINT width)
{
const struct wined3d_gl_info *gl_info;
unsigned int row_pitch, slice_pitch;
TRACE("wined3d %p, adapter_idx %u, format_id %s, width %u.\n",
wined3d, adapter_idx, debug_d3dformat(format_id), width);
if (adapter_idx >= wined3d->adapter_count)
return ~0u;
gl_info = &wined3d->adapters[adapter_idx].gl_info;
wined3d_format_calculate_pitch(wined3d_get_format(gl_info, format_id, 0),
1, width, 1, &row_pitch, &slice_pitch);
return row_pitch;
}
HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
{
FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
debug_d3dformat(dst_format));
return WINED3D_OK;
}
HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, enum wined3d_format_id display_format,
enum wined3d_format_id backbuffer_format, BOOL windowed)
{
BOOL present_conversion = wined3d->flags & WINED3D_PRESENT_CONVERSION;
TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
debug_d3dformat(backbuffer_format), windowed);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
/* The task of this function is to check whether a certain display / backbuffer format
* combination is available on the given adapter. In fullscreen mode microsoft specified
* that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
* and display format should match exactly.
* In windowed mode format conversion can occur and this depends on the driver. */
/* There are only 4 display formats. */
if (!(display_format == WINED3DFMT_B5G6R5_UNORM
|| display_format == WINED3DFMT_B5G5R5X1_UNORM
|| display_format == WINED3DFMT_B8G8R8X8_UNORM
|| display_format == WINED3DFMT_B10G10R10A2_UNORM))
{
TRACE("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
if (!windowed)
{
/* If the requested display format is not available, don't continue. */
if (!wined3d_get_adapter_mode_count(wined3d, adapter_idx,
display_format, WINED3D_SCANLINE_ORDERING_UNKNOWN))
{
TRACE("No available modes for display format %s.\n", debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
present_conversion = FALSE;
}
else if (display_format == WINED3DFMT_B10G10R10A2_UNORM)
{
/* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode. */
TRACE("Unsupported format combination %s / %s in windowed mode.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (present_conversion)
{
/* Use the display format as back buffer format if the latter is
* WINED3DFMT_UNKNOWN. */
if (backbuffer_format == WINED3DFMT_UNKNOWN)
backbuffer_format = display_format;
if (FAILED(wined3d_check_device_format_conversion(wined3d, adapter_idx,
device_type, backbuffer_format, display_format)))
{
TRACE("Format conversion from %s to %s not supported.\n",
debug_d3dformat(backbuffer_format), debug_d3dformat(display_format));
return WINED3DERR_NOTAVAILABLE;
}
}
else
{
/* When format conversion from the back buffer format to the display
* format is not allowed, only a limited number of combinations are
* valid. */
if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B5G5R5X1_UNORM
&& !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B8G8R8X8_UNORM
&& !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
if (display_format == WINED3DFMT_B10G10R10A2_UNORM
&& backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM)
{
TRACE("Unsupported format combination %s / %s.\n",
debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
}
/* Validate that the back buffer format is usable for render targets. */
if (FAILED(wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
WINED3DUSAGE_RENDERTARGET, WINED3D_RTYPE_TEXTURE_2D, backbuffer_format)))
{
TRACE("Format %s not allowed for render targets.\n", debug_d3dformat(backbuffer_format));
return WINED3DERR_NOTAVAILABLE;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
enum wined3d_device_type device_type, WINED3DCAPS *caps)
{
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_vertex_caps vertex_caps;
DWORD ckey_caps, blit_caps, fx_caps;
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
if (adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
caps->AdapterOrdinal = adapter_idx;
caps->Caps = 0;
caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
WINED3DCAPS2_FULLSCREENGAMMA |
WINED3DCAPS2_DYNAMICTEXTURES;
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
caps->Caps2 |= WINED3DCAPS2_CANGENMIPMAP;
caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
WINED3DCAPS3_COPY_TO_VIDMEM |
WINED3DCAPS3_COPY_TO_SYSTEMMEM;
caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
WINED3DPRESENT_INTERVAL_ONE;
caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
WINED3DCURSORCAPS_LOWRES;
caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
WINED3DDEVCAPS_PUREDEVICE |
WINED3DDEVCAPS_HWRASTERIZATION |
WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
WINED3DDEVCAPS_CANRENDERAFTERFLIP |
WINED3DDEVCAPS_DRAWPRIMITIVES2 |
WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
WINED3DPMISCCAPS_CULLCCW |
WINED3DPMISCCAPS_CULLCW |
WINED3DPMISCCAPS_COLORWRITEENABLE |
WINED3DPMISCCAPS_CLIPTLVERTS |
WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
WINED3DPMISCCAPS_MASKZ |
WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
/* TODO:
WINED3DPMISCCAPS_NULLREFERENCE
WINED3DPMISCCAPS_FOGANDSPECULARALPHA
WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
if (gl_info->supported[WINED3D_GL_BLEND_EQUATION])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP;
if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
if (gl_info->supported[EXT_DRAW_BUFFERS2])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
WINED3DPRASTERCAPS_PAT |
WINED3DPRASTERCAPS_WFOG |
WINED3DPRASTERCAPS_ZFOG |
WINED3DPRASTERCAPS_FOGVERTEX |
WINED3DPRASTERCAPS_FOGTABLE |
WINED3DPRASTERCAPS_STIPPLE |
WINED3DPRASTERCAPS_SUBPIXEL |
WINED3DPRASTERCAPS_ZTEST |
WINED3DPRASTERCAPS_SCISSORTEST |
WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
WINED3DPRASTERCAPS_DEPTHBIAS;
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
WINED3DPRASTERCAPS_ZBIAS |
WINED3DPRASTERCAPS_MIPMAPLODBIAS;
}
caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_LESS |
WINED3DPCMPCAPS_LESSEQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
/* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA
* are legacy settings for srcblend only. */
caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
WINED3DPBLENDCAPS_BOTHSRCALPHA |
WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
WINED3DPBLENDCAPS_INVSRCALPHA |
WINED3DPBLENDCAPS_INVSRCCOLOR |
WINED3DPBLENDCAPS_ONE |
WINED3DPBLENDCAPS_SRCALPHA |
WINED3DPBLENDCAPS_SRCALPHASAT |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
WINED3DPBLENDCAPS_DESTCOLOR |
WINED3DPBLENDCAPS_INVDESTALPHA |
WINED3DPBLENDCAPS_INVDESTCOLOR |
WINED3DPBLENDCAPS_INVSRCALPHA |
WINED3DPBLENDCAPS_INVSRCCOLOR |
WINED3DPBLENDCAPS_ONE |
WINED3DPBLENDCAPS_SRCALPHA |
WINED3DPBLENDCAPS_SRCCOLOR |
WINED3DPBLENDCAPS_ZERO;
if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
if (gl_info->supported[EXT_BLEND_COLOR])
{
caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
}
caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
WINED3DPCMPCAPS_EQUAL |
WINED3DPCMPCAPS_GREATER |
WINED3DPCMPCAPS_GREATEREQUAL |
WINED3DPCMPCAPS_LESS |
WINED3DPCMPCAPS_LESSEQUAL |
WINED3DPCMPCAPS_NEVER |
WINED3DPCMPCAPS_NOTEQUAL;
caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
WINED3DPSHADECAPS_COLORGOURAUDRGB |
WINED3DPSHADECAPS_ALPHAFLATBLEND |
WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
WINED3DPSHADECAPS_COLORFLATRGB |
WINED3DPSHADECAPS_FOGFLAT |
WINED3DPSHADECAPS_FOGGOURAUD |
WINED3DPSHADECAPS_SPECULARFLATRGB;
caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
WINED3DPTEXTURECAPS_ALPHAPALETTE |
WINED3DPTEXTURECAPS_TRANSPARENCY |
WINED3DPTEXTURECAPS_BORDER |
WINED3DPTEXTURECAPS_MIPMAP |
WINED3DPTEXTURECAPS_PROJECTED |
WINED3DPTEXTURECAPS_PERSPECTIVE;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2;
if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] || gl_info->supported[ARB_TEXTURE_RECTANGLE])
caps->TextureCaps |= WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
WINED3DPTEXTURECAPS_MIPCUBEMAP;
if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
{
caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
}
}
caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
{
caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
WINED3DPTFILTERCAPS_MINFANISOTROPIC;
}
}
else
{
caps->CubeTextureFilterCaps = 0;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MIPFLINEAR |
WINED3DPTFILTERCAPS_MIPFPOINT |
WINED3DPTFILTERCAPS_LINEAR |
WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
WINED3DPTFILTERCAPS_MIPLINEAR |
WINED3DPTFILTERCAPS_MIPNEAREST |
WINED3DPTFILTERCAPS_NEAREST;
}
else
{
caps->VolumeTextureFilterCaps = 0;
}
caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
{
caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
if (gl_info->supported[EXT_TEXTURE3D])
{
caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
WINED3DPTADDRESSCAPS_CLAMP |
WINED3DPTADDRESSCAPS_WRAP;
if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
}
if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
}
if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
{
caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
}
}
else
{
caps->VolumeTextureAddressCaps = 0;
}
caps->LineCaps = WINED3DLINECAPS_TEXTURE |
WINED3DLINECAPS_ZTEST |
WINED3DLINECAPS_BLEND |
WINED3DLINECAPS_ALPHACMP |
WINED3DLINECAPS_FOG;
/* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
* idea how generating the smoothing alpha values works; the result is different
*/
caps->MaxTextureWidth = gl_info->limits.texture_size;
caps->MaxTextureHeight = gl_info->limits.texture_size;
if (gl_info->supported[EXT_TEXTURE3D])
caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
else
caps->MaxVolumeExtent = 0;
caps->MaxTextureRepeat = 32768;
caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
caps->MaxVertexW = 1.0f;
caps->GuardBandLeft = 0.0f;
caps->GuardBandTop = 0.0f;
caps->GuardBandRight = 0.0f;
caps->GuardBandBottom = 0.0f;
caps->ExtentsAdjust = 0.0f;
caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
WINED3DSTENCILCAPS_INCRSAT |
WINED3DSTENCILCAPS_INVERT |
WINED3DSTENCILCAPS_KEEP |
WINED3DSTENCILCAPS_REPLACE |
WINED3DSTENCILCAPS_ZERO;
if (gl_info->supported[EXT_STENCIL_WRAP])
{
caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
WINED3DSTENCILCAPS_INCR;
}
if (gl_info->supported[WINED3D_GL_VERSION_2_0] || gl_info->supported[EXT_STENCIL_TWO_SIDE]
|| gl_info->supported[ATI_SEPARATE_STENCIL])
{
caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
}
caps->MaxAnisotropy = gl_info->limits.anisotropy;
caps->MaxPointSize = gl_info->limits.pointsize_max;
caps->MaxPrimitiveCount = 0x555555; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
caps->MaxVertexIndex = 0xffffff; /* Taken from an AMD Radeon HD 5700 (Evergreen) GPU. */
caps->MaxStreams = MAX_STREAMS;
caps->MaxStreamStride = 1024;
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
caps->MaxNpatchTessellationLevel = 0;
caps->MasterAdapterOrdinal = 0;
caps->AdapterOrdinalInGroup = 0;
caps->NumberOfAdaptersInGroup = 1;
caps->NumSimultaneousRTs = gl_info->limits.buffers;
caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MAGFLINEAR;
caps->VertexTextureFilterCaps = 0;
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
caps->VertexShaderVersion = shader_caps.vs_version;
caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
caps->PixelShaderVersion = shader_caps.ps_version;
caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
caps->TextureOpCaps = fragment_caps.TextureOpCaps;
caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
caps->MaxUserClipPlanes = vertex_caps.max_user_clip_planes;
caps->MaxActiveLights = vertex_caps.max_active_lights;
caps->MaxVertexBlendMatrices = vertex_caps.max_vertex_blend_matrices;
if (device_type == WINED3D_DEVICE_TYPE_HAL)
caps->MaxVertexBlendMatrixIndex = vertex_caps.max_vertex_blend_matrix_index;
else
caps->MaxVertexBlendMatrixIndex = 255;
caps->VertexProcessingCaps = vertex_caps.vertex_processing_caps;
caps->FVFCaps = vertex_caps.fvf_caps;
caps->RasterCaps |= vertex_caps.raster_caps;
/* The following caps are shader specific, but they are things we cannot detect, or which
* are the same among all shader models. So to avoid code duplication set the shader version
* specific, but otherwise constant caps here
*/
if (caps->VertexShaderVersion >= 3)
{
/* Where possible set the caps based on OpenGL extensions and if they
* aren't set (in case of software rendering) use the VS 3.0 from
* MSDN or else if there's OpenGL spec use a hardcoded value minimum
* VS3.0 value. */
caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
}
else if (caps->VertexShaderVersion == 2)
{
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
caps->VS20Caps.static_flow_control_depth = 1;
caps->MaxVShaderInstructionsExecuted = 65535;
caps->MaxVertexShader30InstructionSlots = 0;
}
else
{ /* VS 1.x */
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = 0;
caps->VS20Caps.temp_count = 0;
caps->VS20Caps.static_flow_control_depth = 0;
caps->MaxVShaderInstructionsExecuted = 0;
caps->MaxVertexShader30InstructionSlots = 0;
}
if (caps->PixelShaderVersion >= 3)
{
/* Where possible set the caps based on OpenGL extensions and if they
* aren't set (in case of software rendering) use the PS 3.0 from
* MSDN or else if there's OpenGL spec use a hardcoded value minimum
* PS 3.0 value. */
/* Caps is more or less undocumented on MSDN but it appears to be
* used for PS20Caps based on results from R9600/FX5900/Geforce6800
* cards from Windows */
caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
WINED3DPS20CAPS_PREDICATION |
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 65535;
caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
adapter->gl_info.limits.arb_ps_instructions);
}
else if(caps->PixelShaderVersion == 2)
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
caps->MaxPixelShader30InstructionSlots = 0;
}
else /* PS 1.x */
{
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0;
caps->PS20Caps.temp_count = 0;
caps->PS20Caps.static_flow_control_depth = 0;
caps->PS20Caps.instruction_slot_count = 0;
caps->MaxPShaderInstructionsExecuted = 0;
caps->MaxPixelShader30InstructionSlots = 0;
}
if (caps->VertexShaderVersion >= 2)
{
/* OpenGL supports all the formats below, perhaps not always
* without conversion, but it supports them.
* Further GLSL doesn't seem to have an official unsigned type so
* don't advertise it yet as I'm not sure how we handle it.
* We might need to add some clamping in the shader engine to
* support it.
* TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
WINED3DDTCAPS_UBYTE4N |
WINED3DDTCAPS_SHORT2N |
WINED3DDTCAPS_SHORT4N;
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
WINED3DDTCAPS_FLOAT16_4;
}
}
else
{
caps->DeclTypes = 0;
}
/* Set DirectDraw helper Caps */
ckey_caps = WINEDDCKEYCAPS_DESTBLT |
WINEDDCKEYCAPS_SRCBLT;
fx_caps = WINEDDFXCAPS_BLTALPHA |
WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
WINEDDFXCAPS_BLTMIRRORUPDOWN |
WINEDDFXCAPS_BLTROTATION90 |
WINEDDFXCAPS_BLTSHRINKX |
WINEDDFXCAPS_BLTSHRINKXN |
WINEDDFXCAPS_BLTSHRINKY |
WINEDDFXCAPS_BLTSHRINKYN |
WINEDDFXCAPS_BLTSTRETCHX |
WINEDDFXCAPS_BLTSTRETCHXN |
WINEDDFXCAPS_BLTSTRETCHY |
WINEDDFXCAPS_BLTSTRETCHYN;
blit_caps = WINEDDCAPS_BLT |
WINEDDCAPS_BLTCOLORFILL |
WINEDDCAPS_BLTDEPTHFILL |
WINEDDCAPS_BLTSTRETCH |
WINEDDCAPS_CANBLTSYSMEM |
WINEDDCAPS_CANCLIP |
WINEDDCAPS_CANCLIPSTRETCHED |
WINEDDCAPS_COLORKEY |
WINEDDCAPS_COLORKEYHWASSIST;
/* Fill the ddraw caps structure */
caps->ddraw_caps.caps = WINEDDCAPS_GDI |
WINEDDCAPS_PALETTE |
blit_caps;
caps->ddraw_caps.caps2 = WINEDDCAPS2_CERTIFIED |
WINEDDCAPS2_NOPAGELOCKREQUIRED |
WINEDDCAPS2_PRIMARYGAMMA |
WINEDDCAPS2_WIDESURFACES |
WINEDDCAPS2_CANRENDERWINDOWED;
caps->ddraw_caps.color_key_caps = ckey_caps;
caps->ddraw_caps.fx_caps = fx_caps;
caps->ddraw_caps.svb_caps = blit_caps;
caps->ddraw_caps.svb_color_key_caps = ckey_caps;
caps->ddraw_caps.svb_fx_caps = fx_caps;
caps->ddraw_caps.vsb_caps = blit_caps;
caps->ddraw_caps.vsb_color_key_caps = ckey_caps;
caps->ddraw_caps.vsb_fx_caps = fx_caps;
caps->ddraw_caps.ssb_caps = blit_caps;
caps->ddraw_caps.ssb_color_key_caps = ckey_caps;
caps->ddraw_caps.ssb_fx_caps = fx_caps;
caps->ddraw_caps.dds_caps = WINEDDSCAPS_ALPHA |
WINEDDSCAPS_BACKBUFFER |
WINEDDSCAPS_FLIP |
WINEDDSCAPS_FRONTBUFFER |
WINEDDSCAPS_OFFSCREENPLAIN |
WINEDDSCAPS_PALETTE |
WINEDDSCAPS_PRIMARYSURFACE |
WINEDDSCAPS_SYSTEMMEMORY |
WINEDDSCAPS_VIDEOMEMORY |
WINEDDSCAPS_VISIBLE;
if (!(wined3d->flags & WINED3D_NO3D))
{
caps->ddraw_caps.dds_caps |= WINEDDSCAPS_3DDEVICE |
WINEDDSCAPS_MIPMAP |
WINEDDSCAPS_TEXTURE |
WINEDDSCAPS_ZBUFFER;
caps->ddraw_caps.caps |= WINEDDCAPS_3D;
}
caps->shader_double_precision = d3d_info->shader_double_precision;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type,
HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
struct wined3d_device **device)
{
struct wined3d_device *object;
HRESULT hr;
TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, surface_alignment %u, device_parent %p, device %p.\n",
wined3d, adapter_idx, device_type, focus_window, flags, surface_alignment, device_parent, device);
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation. */
if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
return WINED3DERR_INVALIDCALL;
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
hr = device_init(object, wined3d, adapter_idx, device_type,
focus_window, flags, surface_alignment, device_parent);
if (FAILED(hr))
{
WARN("Failed to initialize device, hr %#x.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created device %p.\n", object);
*device = object;
device_parent->ops->wined3d_device_created(device_parent, *device);
return WINED3D_OK;
}
static void WINE_GLAPI invalid_func(const void *data)
{
ERR("Invalid vertex attribute function called.\n");
DebugBreak();
}
static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
{
ERR("Invalid texcoord function called.\n");
DebugBreak();
}
static void WINE_GLAPI invalid_generic_attrib_func(GLuint idx, const void *data)
{
ERR("Invalid attribute function called.\n");
DebugBreak();
}
/* Helper functions for providing vertex data to OpenGL. The arrays are
* initialised based on the extension detection and are used in
* draw_primitive_immediate_mode(). */
static void WINE_GLAPI position_d3dcolor(const void *data)
{
DWORD pos = *((const DWORD *)data);
FIXME("Add a test for fixed function position from d3dcolor type.\n");
context_get_current()->gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
D3DCOLOR_B_G(pos),
D3DCOLOR_B_B(pos),
D3DCOLOR_B_A(pos));
}
static void WINE_GLAPI position_float4(const void *data)
{
const GLfloat *pos = data;
if (pos[3] != 0.0f && pos[3] != 1.0f)
{
float w = 1.0f / pos[3];
context_get_current()->gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
}
else
{
context_get_current()->gl_info->gl_ops.gl.p_glVertex3fv(pos);
}
}
static void WINE_GLAPI diffuse_d3dcolor(const void *data)
{
DWORD diffuseColor = *((const DWORD *)data);
context_get_current()->gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
}
static void WINE_GLAPI specular_d3dcolor(const void *data)
{
DWORD specularColor = *((const DWORD *)data);
GLubyte d[] =
{
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)
};
context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
}
static void WINE_GLAPI warn_no_specular_func(const void *data)
{
WARN("GL_EXT_secondary_color not supported.\n");
}
static void WINE_GLAPI generic_d3dcolor(GLuint idx, const void *data)
{
DWORD color = *((const DWORD *)data);
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4Nub(idx,
D3DCOLOR_B_R(color), D3DCOLOR_B_G(color),
D3DCOLOR_B_B(color), D3DCOLOR_B_A(color));
}
static void WINE_GLAPI generic_short2n(GLuint idx, const void *data)
{
const GLshort s[] = {((const GLshort *)data)[0], ((const GLshort *)data)[1], 0, 1};
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4Nsv(idx, s);
}
static void WINE_GLAPI generic_ushort2n(GLuint idx, const void *data)
{
const GLushort s[] = {((const GLushort *)data)[0], ((const GLushort *)data)[1], 0, 1};
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4Nusv(idx, s);
}
static void WINE_GLAPI generic_float16_2(GLuint idx, const void *data)
{
float x = float_16_to_32(((const unsigned short *)data) + 0);
float y = float_16_to_32(((const unsigned short *)data) + 1);
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib2f(idx, x, y);
}
static void WINE_GLAPI generic_float16_4(GLuint idx, const void *data)
{
float x = float_16_to_32(((const unsigned short *)data) + 0);
float y = float_16_to_32(((const unsigned short *)data) + 1);
float z = float_16_to_32(((const unsigned short *)data) + 2);
float w = float_16_to_32(((const unsigned short *)data) + 3);
context_get_current()->gl_info->gl_ops.ext.p_glVertexAttrib4f(idx, x, y, z, w);
}
static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
unsigned int i;
for (i = 0; i < WINED3D_FFP_EMIT_COUNT; ++i)
{
ops->position[i] = invalid_func;
ops->diffuse[i] = invalid_func;
ops->specular[i] = invalid_func;
ops->normal[i] = invalid_func;
ops->texcoord[i] = invalid_texcoord_func;
ops->generic[i] = invalid_generic_attrib_func;
}
ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
if (!d3d_info->xyzrhw)
ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
else
ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
/* No 4 component entry points here. */
if (gl_info->supported[EXT_SECONDARY_COLOR])
ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
else
ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
if (gl_info->supported[EXT_SECONDARY_COLOR])
ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
else
ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
/* Only 3 component entry points here. Test how others behave. Float4
* normals are used by one of our tests, trying to pass it to the pixel
* shader, which fails on Windows. */
ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
/* Just ignore the 4th value. */
ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
if (gl_info->supported[NV_HALF_FLOAT])
{
/* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
(wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
(wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
}
ops->generic[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib1fv;
ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv;
ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv;
ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv;
if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor;
else
ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] =
(wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
ops->generic[WINED3D_FFP_EMIT_UBYTE4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4ubv;
ops->generic[WINED3D_FFP_EMIT_SHORT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2sv;
ops->generic[WINED3D_FFP_EMIT_SHORT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4sv;
ops->generic[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
ops->generic[WINED3D_FFP_EMIT_SHORT2N] = generic_short2n;
ops->generic[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nsv;
ops->generic[WINED3D_FFP_EMIT_USHORT2N] = generic_ushort2n;
ops->generic[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nusv;
if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
{
ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] =
(wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2hvNV;
ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] =
(wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4hvNV;
}
else
{
ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = generic_float16_2;
ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = generic_float16_4;
}
}
static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int i;
if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
{
UINT attrib_count = 0;
GLint cfg_count;
int attribs[11];
int values[11];
int attribute;
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
adapter->cfgs = heap_calloc(cfg_count, sizeof(*adapter->cfgs));
attribs[attrib_count++] = WGL_RED_BITS_ARB;
attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
{
struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
int format_id = i + 1;
if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
continue;
cfg->iPixelFormat = format_id;
cfg->redSize = values[0];
cfg->greenSize = values[1];
cfg->blueSize = values[2];
cfg->alphaSize = values[3];
cfg->colorSize = values[4];
cfg->depthSize = values[5];
cfg->stencilSize = values[6];
cfg->windowDrawable = values[7];
cfg->iPixelType = values[8];
cfg->doubleBuffer = values[9];
cfg->auxBuffers = values[10];
cfg->numSamples = 0;
/* Check multisample support. */
if (gl_info->supported[ARB_MULTISAMPLE])
{
int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
int values[2];
if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
{
/* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
* multisampling is supported. values[1] = number of
* multisample buffers. */
if (values[0])
cfg->numSamples = values[1];
}
}
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
++adapter->cfg_count;
}
}
else
{
int cfg_count;
cfg_count = DescribePixelFormat(dc, 0, 0, 0);
adapter->cfgs = heap_calloc(cfg_count, sizeof(*adapter->cfgs));
for (i = 0, adapter->cfg_count = 0; i < cfg_count; ++i)
{
struct wined3d_pixel_format *cfg = &adapter->cfgs[adapter->cfg_count];
PIXELFORMATDESCRIPTOR pfd;
int format_id = i + 1;
if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
continue;
/* We only want HW acceleration using an OpenGL ICD driver.
* PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering.
* PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
* driver (e.g. 3dfx minigl). */
if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
{
TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
continue;
}
cfg->iPixelFormat = format_id;
cfg->redSize = pfd.cRedBits;
cfg->greenSize = pfd.cGreenBits;
cfg->blueSize = pfd.cBlueBits;
cfg->alphaSize = pfd.cAlphaBits;
cfg->colorSize = pfd.cColorBits;
cfg->depthSize = pfd.cDepthBits;
cfg->stencilSize = pfd.cStencilBits;
cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
cfg->auxBuffers = pfd.cAuxBuffers;
cfg->numSamples = 0;
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, windowDrawable=%d\n",
cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
++adapter->cfg_count;
}
}
}
static DWORD get_max_gl_version(const struct wined3d_gl_info *gl_info, DWORD flags)
{
const char *gl_vendor, *gl_renderer;
if (wined3d_settings.explicit_gl_version || (flags & WINED3D_PIXEL_CENTER_INTEGER))
return wined3d_settings.max_gl_version;
gl_vendor = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
gl_renderer = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
if (!gl_vendor || !gl_renderer
|| wined3d_guess_card_vendor(gl_vendor, gl_renderer) == HW_VENDOR_NVIDIA)
return wined3d_settings.max_gl_version;
return MAKEDWORD_VERSION(4, 4);
}
static BOOL has_extension(const char *list, const char *ext)
{
size_t len = strlen(ext);
while (list)
{
while (*list == ' ') list++;
if (!strncmp(list, ext, len) && (!list[len] || list[len] == ' ')) return TRUE;
list = strchr(list, ' ');
}
return FALSE;
}
static BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, UINT ordinal, DWORD wined3d_creation_flags)
{
static const DWORD supported_gl_versions[] =
{
MAKEDWORD_VERSION(4, 4),
MAKEDWORD_VERSION(3, 2),
MAKEDWORD_VERSION(1, 0),
};
struct wined3d_gl_info *gl_info = &adapter->gl_info;
struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
unsigned int i;
DISPLAY_DEVICEW display_device;
DWORD max_gl_version;
TRACE("adapter %p, ordinal %u.\n", adapter, ordinal);
adapter->ordinal = ordinal;
/* Dynamically load all GL core functions */
#ifdef USE_WIN32_OPENGL
{
HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
#define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
ALL_WGL_FUNCS
#undef USE_GL_FUNC
gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
gl_info->gl_ops.wgl.p_wglGetPixelFormat = (void *)GetProcAddress(mod_gl, "wglGetPixelFormat");
}
#else
/* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
{
HDC hdc = GetDC( 0 );
const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
ReleaseDC( 0, hdc );
if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
gl_info->gl_ops.wgl = wgl_driver->wgl;
gl_info->gl_ops.gl = wgl_driver->gl;
}
#endif
glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
if (!AllocateLocallyUniqueId(&adapter->luid))
{
ERR("Failed to set adapter LUID (%#x).\n", GetLastError());
return FALSE;
}
TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
adapter->luid.HighPart, adapter->luid.LowPart, adapter);
if (!wined3d_caps_gl_ctx_create(adapter, &caps_gl_ctx))
{
ERR("Failed to get a GL context for adapter %p.\n", adapter);
return FALSE;
}
max_gl_version = get_max_gl_version(gl_info, wined3d_creation_flags);
if (wined3d_creation_flags & WINED3D_REQUEST_D3D10)
{
const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
if (!has_extension(gl_extensions, "GL_ARB_compatibility"))
{
ERR_(winediag)("GL_ARB_compatibility not supported, requesting context with GL version 3.2.\n");
max_gl_version = MAKEDWORD_VERSION(3, 2);
}
}
for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i)
{
if (supported_gl_versions[i] <= max_gl_version)
break;
}
if (i == ARRAY_SIZE(supported_gl_versions))
{
ERR_(winediag)("Requested invalid GL version %u.%u.\n",
max_gl_version >> 16, max_gl_version & 0xffff);
i = ARRAY_SIZE(supported_gl_versions) - 1;
}
for (; i < ARRAY_SIZE(supported_gl_versions); ++i)
{
gl_info->selected_gl_version = supported_gl_versions[i];
if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info))
break;
WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n",
supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff);
}
if (!wined3d_adapter_init_gl_caps(adapter, &caps_gl_ctx, wined3d_creation_flags))
{
ERR("Failed to initialize GL caps for adapter %p.\n", adapter);
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
return FALSE;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
ERR_(winediag)("You are using the backbuffer for offscreen rendering. "
"This is unsupported, and will be removed in a future version.\n");
wined3d_adapter_init_fb_cfgs(adapter, caps_gl_ctx.dc);
/* We haven't found any suitable formats. This should only happen in
* case of GDI software rendering, which is pretty useless anyway. */
if (!adapter->cfg_count)
{
WARN("No suitable pixel formats found.\n");
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
heap_free(adapter->cfgs);
return FALSE;
}
if (!wined3d_adapter_init_format_info(adapter, &caps_gl_ctx))
{
ERR("Failed to initialize GL format info.\n");
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
heap_free(adapter->cfgs);
return FALSE;
}
adapter->vram_bytes = adapter->driver_info.vram_bytes;
adapter->vram_bytes_used = 0;
TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(adapter->vram_bytes));
display_device.cb = sizeof(display_device);
EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
strcpyW(adapter->DeviceName, display_device.DeviceName);
wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
wined3d_adapter_init_ffp_attrib_ops(adapter);
return TRUE;
}
static BOOL wined3d_adapter_init_nogl(struct wined3d_adapter *adapter, UINT ordinal)
{
DISPLAY_DEVICEW display_device;
memset(adapter, 0, sizeof(*adapter));
adapter->ordinal = ordinal;
adapter->driver_info.name = "Display";
adapter->driver_info.description = "WineD3D DirectDraw Emulation";
if (wined3d_settings.emulated_textureram)
adapter->vram_bytes = wined3d_settings.emulated_textureram;
else
adapter->vram_bytes = 128 * 1024 * 1024;
if (!wined3d_adapter_init_format_info(adapter, NULL))
return FALSE;
adapter->vertex_pipe = &none_vertex_pipe;
adapter->fragment_pipe = &none_fragment_pipe;
adapter->shader_backend = &none_shader_backend;
display_device.cb = sizeof(display_device);
EnumDisplayDevicesW(NULL, ordinal, &display_device, 0);
TRACE("DeviceName: %s\n", debugstr_w(display_device.DeviceName));
strcpyW(adapter->DeviceName, display_device.DeviceName);
return TRUE;
}
static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
const struct wined3d_parent_ops wined3d_null_parent_ops =
{
wined3d_null_wined3d_object_destroyed,
};
HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags)
{
BOOL ret;
wined3d->ref = 1;
wined3d->flags = flags;
TRACE("Initializing adapters.\n");
if (flags & WINED3D_NO3D)
ret = wined3d_adapter_init_nogl(&wined3d->adapters[0], 0);
else
ret = wined3d_adapter_init(&wined3d->adapters[0], 0, flags);
if (!ret)
{
WARN("Failed to initialize adapter.\n");
return E_FAIL;
}
wined3d->adapter_count = 1;
return WINED3D_OK;
}