directx.c revision 99eaecfc4b64d7f3c37c1108c292d11ad1fb0a62
/*
* 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
*
* 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
*/
/*
* Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Oracle elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
#include "config.h"
#include <stdio.h>
#include "wined3d_private.h"
#include "winternl.h"
#ifdef VBOX_WITH_WDDM
#include <VBox/VBoxCrHgsmi.h>
#endif
/* The driver names reflect the lowest GPU supported
* by a certain driver, so DRIVER_AMD_R300 supports
* R3xx, R4xx and R5xx GPUs. */
{
};
enum wined3d_driver_model
{
};
enum wined3d_gl_vendor
{
};
/* 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;
};
static const struct wined3d_extension_map gl_extension_map[] =
{
/* APPLE */
{"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE },
{"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_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
{"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_draw_buffers", ARB_DRAW_BUFFERS },
{"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
{"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
{"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
{"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
{"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
{"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
{"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
{"GL_ARB_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_query2", ARB_INTERNALFORMAT_QUERY2, },
{"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
{"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
{"GL_ARB_multitexture", ARB_MULTITEXTURE },
{"GL_ARB_occlusion_query", ARB_OCCLUSION_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_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
{"GL_ARB_shader_objects", ARB_SHADER_OBJECTS },
{"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
{"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
{"GL_ARB_shadow", ARB_SHADOW },
{"GL_ARB_sync", ARB_SYNC },
{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
{"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
{"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
{"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
{"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD },
{"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
{"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
{"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
{"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
#ifdef VBOX_WITH_WINE_FIX_IBMTMR
{"GL_IBM_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
#endif
{"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
{"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
{"GL_ARB_texture_rg", ARB_TEXTURE_RG },
{"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 },
/* 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_paletted_texture", EXT_PALETTED_TEXTURE },
{"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
{"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
{"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
{"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
{"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
{"GL_EXT_texture3D", EXT_TEXTURE3D },
{"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
{"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
{"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD },
{"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
{"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
{"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC},
{"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
{"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_depth_clamp", NV_DEPTH_CLAMP },
{"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 },
/* SGI */
{"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP },
};
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},
};
/**********************************************************
* Utility functions follow
**********************************************************/
const struct min_lookup minMipLookup[] =
{
/* NONE POINT LINEAR */
};
const struct min_lookup minMipLookup_noFilter[] =
{
/* NONE POINT LINEAR */
};
const struct min_lookup minMipLookup_noMip[] =
{
/* NONE POINT LINEAR */
};
{
/* NONE POINT LINEAR */
};
const GLenum magLookup_noFilter[] =
{
/* NONE POINT LINEAR */
};
/* drawStridedSlow attributes */
/**
* Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
* i.e., there is no GL Context - Get a default rendering context to enable the
* function query some info from GL.
*/
struct wined3d_fake_gl_ctx
{
};
{
TRACE("Destroying fake GL context.\n");
ERR("Failed to disable fake GL context.\n");
{
}
ERR("Failed to restore previous GL context.\n");
}
{
if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
return;
{
ERR("Failed to create a context using wglCreateContextAttribsARB(), last error %#x.\n", GetLastError());
return;
}
{
if (!wglDeleteContext(new_ctx))
return;
}
}
/* Do not call while under the GL lock. */
#ifdef VBOX
#else
#endif
{
int iPixelFormat;
TRACE("getting context...\n");
/* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
{
ERR("Failed to create a window.\n");
goto fail;
}
{
ERR("Failed to get a DC.\n");
goto fail;
}
/* PixelFormat selection */
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
{
/* If this happens something is very wrong as ChoosePixelFormat barely fails. */
ERR("Failed to find a suitable pixel format.\n");
goto fail;
}
/* Create a GL context. */
#ifdef VBOX
#else
#endif
{
WARN("Failed to create default context for capabilities initialization.\n");
goto fail;
}
#ifdef VBOX_WITH_WDDM
#endif
/* Make it the current GL context. */
{
ERR("Failed to make fake GL context current.\n");
goto fail;
}
return TRUE;
fail:
ERR("Failed to restore previous GL context.\n");
return FALSE;
}
/* Adjust the amount of used texture memory */
#ifndef VBOX_WITH_WDDM
{
return adapter->UsedTextureRam;
}
#endif
{
}
{
return refcount;
}
{
if (!refcount)
{
unsigned int i;
for (i = 0; i < wined3d->adapter_count; ++i)
{
}
#ifdef VBOX_WITH_WDDM
#endif
}
return refcount;
}
/* Context activation is done by the caller. */
{
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";
if(!prog) {
ERR("Failed to create an ARB offset limit test program\n");
}
{
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)));
} else TRACE("OpenGL implementation allows offsets > 63\n");
checkGLcall("ARB vp offset limit test cleanup");
return ret;
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return FALSE;
}
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 ||
{
return TRUE;
}
}
return FALSE;
}
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()
*/
if (gl_vendor == GL_VENDOR_APPLE)
{
return TRUE;
}
return FALSE;
}
/* Context activation is done by the caller. */
{
/* 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. */
static const unsigned int pattern[] =
{
0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
};
/* No PBO -> No point in testing them. */
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(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
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");
checkGLcall("Reading back the PBO test texture");
checkGLcall("PBO test cleanup");
{
"Disabling PBOs. This may result in slower performance.\n");
}
else
{
TRACE("PBO test successful.\n");
}
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return TRUE;
}
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 its not going to hurt us because the dx9 limit is
* hardcoded
*
* dx10 cards usually have 64 varyings */
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
}
/* A GL context is provided by the caller */
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return FALSE;
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",
return FALSE;
}
}
/* A GL context is provided by the caller */
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
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(!prog)
{
ERR("Failed to create the NVvp clip test program\n");
return FALSE;
}
if(pos != -1)
{
TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
}
checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
return ret;
}
/* Context activation is done by the caller. */
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
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.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
checkGLcall("glCheckFramebufferStatus");
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");
checkGLcall("glClear");
checkGLcall("glGetTexImage");
checkGLcall("glBindTexture");
checkGLcall("glDeleteTextures");
}
/* Context activation is done by the caller. */
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. */
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
checkGLcall("glTexImage2D");
checkGLcall("glGetTexLevelParameteriv");
checkGLcall("glBindTexture");
checkGLcall("glDeleteTextures");
return size < 16;
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return gl_vendor == GL_VENDOR_FGLRX;
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return FALSE;
}
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
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";
return FALSE;
return FALSE;
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.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
checkGLcall("glCheckFramebufferStatus");
checkGLcall("glClear");
checkGLcall("glViewport");
checkGLcall("fog setup");
checkGLcall("Test fragment program setup");
if (err_pos != -1)
{
const char *error_str;
}
checkGLcall("ARBfp fog test draw");
checkGLcall("glGetTexImage");
data[0] &= 0x00ffffff;
checkGLcall("ARBfp fog test teardown");
}
{
/* 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");
}
{
/* 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. */
{
TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
}
}
{
/* 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");
}
{
/* 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");
}
{
}
{
}
{
}
{
}
{
}
{
}
{
/* 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. */
}
{
/* 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");
}
{
}
#ifdef VBOX_WITH_WINE_FIX_QUIRKS
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return FALSE;
}
{
}
#ifdef VBOX_WITH_WDDM
# if 0
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return TRUE;
}
{
return;
}
# endif
#endif
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
return FALSE;
}
{
}
#endif
struct driver_quirk
{
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
const char *description;
};
static const struct driver_quirk quirk_table[] =
{
{
"AMD normalized texrect quirk"
},
{
"Apple GLSL uniform override"
},
{
"Geforce 5 NP2 disable"
},
{
"Init texcoord .w for Apple Intel GPU driver"
},
{
"Init texcoord .w for Apple ATI >= r600 GPU driver"
},
{
"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.
*/
"Allow specular alpha quirk"
},
{
"Apple NV_vertex_program clip bug quirk"
},
{
"FBO rebind for attachment updates"
},
{
"True RGBA16 is not available"
},
{
"Not printing GLSL infolog"
},
{
"Texture filtering, blending and VTF support is limited"
},
{
"r200 vertex shader constants"
},
{
"ARBfp fogstart == fogend workaround"
},
#ifdef VBOX_WITH_WINE_FIX_QUIRKS
{
"Fullsize blit"
},
#if 0 //def VBOX_WITH_WDDM
{
"disable shader 3 support"
},
#endif
{
"force framebuffer blit when possible"
}
#endif
};
/* 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;
const char *driver_name; /* name of Windows driver */
};
/* 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 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 */
/* Intel
* igxprd32.dll but the GMA800 driver was never updated. */
/* Nvidia
* - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
* - GeforceFX support is up to 173.x on <= XP
* - Geforce2MX/3/4 up to 96.x on <= XP
* All version numbers used below are from the Linux nvidia drivers. */
};
struct gpu_description
{
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_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_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_6600GT, "NVIDIA GeForce 6600 GT", 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_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400M, "NVIDIA GeForce 9400M", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460M, "NVIDIA GeForce GTX 460M", DRIVER_NVIDIA_GEFORCE6, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT520, "NVIDIA GeForce GT 520", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT540M, "NVIDIA GeForce GT 540M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX550, "NVIDIA GeForce GTX 550 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT555M, "NVIDIA GeForce GT 555M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560TI, "NVIDIA GeForce GTX 560 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT610, "NVIDIA GeForce GT 610", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630, "NVIDIA GeForce GT 630", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT630M, "NVIDIA GeForce GT 630M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT640M, "NVIDIA GeForce GT 640M", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT650M, "NVIDIA GeForce GT 650M", DRIVER_NVIDIA_GEFORCE6, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650, "NVIDIA GeForce GTX 650", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX650TI, "NVIDIA GeForce GTX 650 Ti", DRIVER_NVIDIA_GEFORCE6, 1024},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660, "NVIDIA GeForce GTX 660", DRIVER_NVIDIA_GEFORCE6, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX660TI, "NVIDIA GeForce GTX 660 Ti", DRIVER_NVIDIA_GEFORCE6, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670, "NVIDIA GeForce GTX 670", DRIVER_NVIDIA_GEFORCE6, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX670MX, "NVIDIA GeForce GTX 670MX", DRIVER_NVIDIA_GEFORCE6, 3072},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX680, "NVIDIA GeForce GTX 680", DRIVER_NVIDIA_GEFORCE6, 2048},
{HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX770M, "NVIDIA GeForce GTX 770M", DRIVER_NVIDIA_GEFORCE6, 3072},
/* AMD cards */
{HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
{HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 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_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_915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
{HW_VENDOR_INTEL, CARD_INTEL_965GM, "Mobile Intel(R) 965 Express Chipset Family", 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},
};
static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
{
unsigned int i;
for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
{
{
TRACE("Found driver \"%s\", version %u, subversion %u, build %u.\n",
return entry;
}
}
return NULL;
}
{
unsigned int i;
const struct driver_version_information *version_info;
{
}
{
}
/* Set a default amount of video memory (64MB). In general this code isn't used unless the user
* overrides the pci ids to a card which is not in our database. */
if (!GetVersionExW(&os_version))
{
ERR("Failed to get OS version, reporting 2000/XP.\n");
driver_os_version = 6;
}
else
{
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;
break;
case 5:
driver_os_version = 6;
break;
case 6:
if (os_version.dwMinorVersion == 0)
{
driver_os_version = 7;
}
{
driver_os_version = 8;
}
else
{
{
FIXME("Unhandled OS version %u.%u, reporting Win 8.\n",
}
driver_os_version = 9;
}
break;
default:
FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
driver_os_version = 6;
break;
}
}
/* When we reach this stage we always have a vendor or device id (it can be a default one).
* This means that unless the ids are overridden, we will always find a GPU description. */
for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
{
{
break;
}
}
{
}
/* 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)
{
}
else
{
if (version_info)
{
}
else
{
}
}
TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
}
/* Context activation is done by the caller. */
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
unsigned int i;
for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
{
}
/* Find out if PBOs work as they are supposed to. */
}
{
const char *ptr = gl_version;
if (major <= 0)
if (*ptr++ != '.')
}
const char *gl_vendor_string, const char *gl_renderer)
{
/* 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. */
return GL_VENDOR_APPLE;
return GL_VENDOR_NVIDIA;
return GL_VENDOR_FGLRX;
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
{
#if 0//def VBOX_WITH_WINE_FIX_QUIRKS /* check if we still need this: device detection was improved significantly with wine */
return GL_VENDOR_MESA;
#endif
return GL_VENDOR_INTEL;
}
return GL_VENDOR_MESA;
FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
return GL_VENDOR_UNKNOWN;
}
static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
{
return HW_VENDOR_NVIDIA;
return HW_VENDOR_AMD;
/* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
return HW_VENDOR_INTEL;
return HW_VENDOR_SOFTWARE;
FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
return HW_VENDOR_NVIDIA;
}
{
level = 6;
level = 7;
level = 8;
level = 9;
level = 10;
return level;
}
const char *gl_renderer)
{
unsigned int i;
#ifndef VBOX_WITH_WDDM
if (d3d_level >= 10)
#endif
{
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
};
{
}
return PCI_DEVICE_NONE;
}
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
{
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
};
{
}
return PCI_DEVICE_NONE;
}
if (d3d_level >= 9)
{
/* GeforceFX - highend */
{
return CARD_NVIDIA_GEFORCEFX_5800;
}
/* GeforceFX - midend */
{
return CARD_NVIDIA_GEFORCEFX_5600;
}
/* GeforceFX - lowend */
return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
}
if (d3d_level >= 8)
{
{
return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
}
return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
}
if (d3d_level >= 7)
{
{
return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
}
{
return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
}
{
return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
}
return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
}
{
return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
}
return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
}
const char *gl_renderer)
{
*
* Beware: renderer string do not match exact card model,
* eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
#ifndef VBOX_WITH_WDDM
if (d3d_level >= 10)
#endif
{
unsigned int i;
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* 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 6400", CARD_AMD_RADEON_HD6400},
{"HD 6300", CARD_AMD_RADEON_HD6300},
{"HD 6200", CARD_AMD_RADEON_HD6300},
/* Evergreen */
/* R700 */
{"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 */
};
{
}
return PCI_DEVICE_NONE;
}
if (d3d_level >= 9)
{
/* Radeon R5xx */
{
return CARD_AMD_RADEON_X1600;
}
)
{
return CARD_AMD_RADEON_X700;
}
/* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
{
return CARD_AMD_RADEON_XPRESS_200M;
}
}
return PCI_DEVICE_NONE;
}
const char *gl_renderer)
{
unsigned int i;
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* Ivybridge */
{"Ivybridge Server", CARD_INTEL_IVBS},
{"Ivybridge Mobile", CARD_INTEL_IVBM},
{"Ivybridge Desktop", CARD_INTEL_IVBD},
/* 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},
{"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},
{"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},
#ifdef VBOX_WITH_WINE_FIX_QUIRKS
{"HD Graphics", CARD_INTEL_SNBM},
#endif
};
{
}
return PCI_DEVICE_NONE;
}
const char *gl_renderer)
{
unsigned int i;
/* 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. */
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* Southern Islands */
{"TAHITI", CARD_AMD_RADEON_HD7900},
{"PITCAIRN", CARD_AMD_RADEON_HD7800},
{"CAPE VERDE", CARD_AMD_RADEON_HD7700},
/* Northern Islands */
{"CAYMAN", CARD_AMD_RADEON_HD6900},
{"BARTS", CARD_AMD_RADEON_HD6800},
{"TURKS", CARD_AMD_RADEON_HD6600},
{"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},
{"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_HD2900},
{"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, 300-400MHz */
{"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},
};
{
}
return PCI_DEVICE_NONE;
}
const char *gl_renderer)
{
unsigned int i;
static const struct
{
const char *renderer;
enum wined3d_pci_device id;
}
cards[] =
{
/* Kepler */
{"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
{"NVE4", CARD_NVIDIA_GEFORCE_GTX680},
/* Fermi */
{"NVD9", CARD_NVIDIA_GEFORCE_GT520},
{"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},
{"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 */
{"NV4B", CARD_NVIDIA_GEFORCE_7600},
{"NV4A", CARD_NVIDIA_GEFORCE_6200},
{"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 */
{"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 */
{"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},
};
{
}
return PCI_DEVICE_NONE;
}
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 */
enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
}
{
},
{
},
{
};
{
if (d3d_level >= 10)
return CARD_NVIDIA_GEFORCE_8800GTX;
return CARD_NVIDIA_GEFORCE_6800;
if (d3d_level >= 9)
#ifndef VBOX_WITH_WDDM
return CARD_NVIDIA_GEFORCEFX_5800;
#else
return CARD_NVIDIA_GEFORCE_6200;
#endif
if (d3d_level >= 8)
return CARD_NVIDIA_GEFORCE3;
if (d3d_level >= 7)
return CARD_NVIDIA_GEFORCE;
if (d3d_level >= 6)
return CARD_NVIDIA_RIVA_TNT;
return CARD_NVIDIA_RIVA_128;
}
{
if (d3d_level >= 10)
return CARD_AMD_RADEON_HD2900;
if (d3d_level >= 9)
return CARD_AMD_RADEON_9500;
if (d3d_level >= 8)
return CARD_AMD_RADEON_8500;
if (d3d_level >= 7)
return CARD_AMD_RADEON_7200;
return CARD_AMD_RAGE_128PRO;
}
{
if (d3d_level >= 10)
return CARD_INTEL_G45;
return CARD_INTEL_915G;
}
{
unsigned int i;
for (i = 0; i < table_size; ++i)
{
continue;
}
FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
return PCI_DEVICE_NONE;
}
static const struct
{
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;
}
{
sizeof(nvidia_gl_vendor_table) / sizeof(nvidia_gl_vendor_table[0]),
sizeof(amd_gl_vendor_table) / sizeof(amd_gl_vendor_table[0]),
sizeof(intel_gl_vendor_table) / sizeof(intel_gl_vendor_table[0]),
};
static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
{
/* 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 distinguishes between different models from that
* family.
*
* The code also selects a default amount of video memory which we will
* use for an estimation of the amount of free texture memory. In case of
* real D3D the amount of texture memory includes video memory and system
* memory (to be specific AGP memory or in case of PCIE TurboCache /
* HyperMemory). We don't know how much system memory can be addressed by
* the system but we can make a reasonable estimation about the amount of
* video memory. If the value is slightly wrong it doesn't matter as we
* didn't include AGP-like memory which makes the amount of addressable
* memory higher and second OpenGL isn't that critical it moves to system
* memory behind our backs if really needed. Note that the amount of video
* memory can be overruled using a registry setting. */
unsigned int i;
enum wined3d_pci_device device;
for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
{
continue;
if (device != PCI_DEVICE_NONE)
return device;
}
FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. */
return select_card_fallback_nvidia(gl_info);
}
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)
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)
return &glsl_fragment_pipe;
return &arbfp_fragment_pipeline;
return &atifs_fragment_pipeline;
return &nvts_fragment_pipeline;
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)
{
return &glsl_shader_backend;
{
/* Geforce4 cards support GLSL but for vertex shaders only. Further
* its reported GLSL caps are wrong. This combined with the fact that
* GLSL won't offer more features or performance, use ARB shaders only
* on this card. */
return &arb_program_shader_backend;
return &glsl_shader_backend;
}
return &arb_program_shader_backend;
return &none_shader_backend;
}
const struct wined3d_shader_backend_ops *shader_backend_ops)
{
if ((shader_backend_ops == &glsl_shader_backend
return &arbfp_blit;
return &ffp_blit;
}
{
while (*extensions)
{
const char *start;
UINT i;
while (isspace(*extensions))
++extensions;
start = extensions;
++extensions;
if (!len)
continue;
for (i = 0; i < entry_count; ++i)
{
{
break;
}
}
}
}
{
#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 */
#endif
}
{
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
{
}
else
{
}
{
}
{
}
{
{
}
else
{
}
{
/* 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. */
{
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
else
}
}
else
{
}
}
{
}
{
}
{
}
{
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
}
{
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
}
{
#ifdef VBOX_WITH_WDDM
/* AFAICT the " / 4" here comes from that we're going to use the glsl_vs/ps_float_constants to create vec4 arrays,
* thus each array element has 4 components, so the actual number of vec4 arrays is GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
* win8 Aero won't properly work with this constant < 256 in any way,
* while Intel drivers I've encountered this problem with supports vec4 arrays of size > GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
* so use it here.
* @todo: add logging
* @todo: perhaps should be movet to quirks?
* */
{
/* tmp workaround Win8 Aero requirement for 256 */
{
}
}
#endif
}
{
#ifdef VBOX_WITH_WDDM
/* AFAICT the " / 4" here comes from that we're going to use the glsl_vs/ps_float_constants to create vec4 arrays,
* thus each array element has 4 components, so the actual number of vec4 arrays is GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
* win8 Aero won't properly work with this constant < 256 in any way,
* while Intel drivers I've encountered this problem with supports vec4 arrays of size > GL_MAX_VERTEX/FRAGMENT_UNIFORM_COMPONENTS_ARB / 4
* so use it here.
* @todo: add logging
* @todo: perhaps should be movet to quirks?
* */
{
/* tmp workaround Win8 Aero requirement for 256 */
{
}
}
#endif
}
else
{
}
}
/* Context activation is done by the caller. */
{
struct wined3d_vertex_caps vertex_caps;
struct fragment_caps fragment_caps;
struct shader_caps shader_caps;
const char *WGL_Extensions = NULL;
const char *GL_Extensions = NULL;
enum wined3d_gl_vendor gl_vendor;
enum wined3d_pci_device device;
unsigned int i;
if (!gl_renderer_str)
{
ERR("Received a NULL GL_RENDERER.\n");
return FALSE;
}
if (!gl_vendor_str)
{
ERR("Received a NULL GL_VENDOR.\n");
return FALSE;
}
/* Parse the GL_VERSION field into major and minor information */
if (!gl_version_str)
{
ERR("Received a NULL GL_VERSION.\n");
return FALSE;
}
/* Parse the gl supported features, in theory enabling parts of our code appropriately. */
if (!GL_Extensions)
{
ERR("Received a NULL GL_EXTENSIONS.\n");
return FALSE;
}
TRACE("GL extensions reported:\n");
sizeof(gl_extension_map) / sizeof(*gl_extension_map));
/* Now work out what GL support this card really has. */
load_gl_funcs( gl_info );
hdc = wglGetCurrentDC();
/* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
if (!WGL_Extensions)
WARN("WGL extensions not supported.\n");
else
sizeof(wgl_extension_map) / sizeof(*wgl_extension_map));
{
TRACE("GL CORE: GL_EXT_texture3D support.\n");
}
{
TRACE("GL CORE: GL_NV_point_sprite support.\n");
}
{
TRACE("GL CORE: GL_ARB_texture_non_power_of_two support.\n");
}
{
/* 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_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
*/
{
TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
}
{
TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
}
}
{
/* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
* functionality. Prefer the ARB extension */
}
{
TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
}
{
TRACE(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
}
{
TRACE(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
}
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");
}
{
{
/* 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). */
}
}
{
/* 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. */
}
{
/* 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_ARB_half_float_vertex is a subset of GL_NV_half_float. */
}
{
/* 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). */
}
{
if (!counter_bits)
}
{
/* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
}
checkGLcall("extension detection");
{
gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
}
else
{
{
gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
}
{
WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
}
{
}
{
}
}
TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
return TRUE;
}
{
TRACE("wined3d %p, reporting %u adapters.\n",
return wined3d->adapter_count;
}
{
return WINED3D_OK;
}
{
return NULL;
}
/* 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 */
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
unsigned int i = 0;
unsigned int j = 0;
TRACE("wined3d %p, adapter_idx %u, format %s, scanline_ordering %#x.\n",
return 0;
{
{
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
#endif
continue;
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
#endif
continue;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for d3d8, do not enumerate P8 here. */
}
{
++i;
}
}
return i;
}
/* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
{
const struct wined3d_adapter *adapter;
const struct wined3d_format *format;
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",
return WINED3DERR_INVALIDCALL;
memset(&m, 0, sizeof(m));
m.dmSize = sizeof(m);
while (i <= mode_idx)
{
{
return WINED3DERR_INVALIDCALL;
}
if (m.dmFields & DM_DISPLAYFLAGS)
{
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
&& (m.dmDisplayFlags & DM_INTERLACED))
#endif
continue;
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
&& !(m.dmDisplayFlags & DM_INTERLACED))
#endif
continue;
}
if (format_id == WINED3DFMT_UNKNOWN)
{
/* This is for d3d8, do not enumerate P8 here. */
}
else if (m.dmBitsPerPel == format_bits)
{
++i;
}
}
if (m.dmFields & DM_DISPLAYFREQUENCY)
if (format_id == WINED3DFMT_UNKNOWN)
else
if (!(m.dmFields & DM_DISPLAYFLAGS))
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
else if (m.dmDisplayFlags & DM_INTERLACED)
#endif
else
return WINED3D_OK;
}
{
const struct wined3d_adapter *adapter;
DEVMODEW m;
TRACE("wined3d %p, adapter_idx %u, display_mode %p, rotation %p.\n",
return WINED3DERR_INVALIDCALL;
memset(&m, 0, sizeof(m));
m.dmSize = sizeof(m);
if (m.dmFields & DM_DISPLAYFREQUENCY)
/* 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. */
{
WARN("Overriding format %s with stored format %s.\n",
}
if (!(m.dmFields & DM_DISPLAYFLAGS))
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
else if (m.dmDisplayFlags & DM_INTERLACED)
#endif
else
if (rotation)
{
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
switch (m.dmDisplayOrientation)
#endif
{
case DMDO_DEFAULT:
break;
case DMDO_90:
break;
case DMDO_180:
break;
case DMDO_270:
break;
default:
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
#endif
break;
}
}
return WINED3D_OK;
}
{
struct wined3d_display_mode current_mode;
const struct wined3d_format *format;
struct wined3d_adapter *adapter;
return WINED3DERR_INVALIDCALL;
if (mode->refresh_rate)
{
#ifndef VBOX_WINE_WITHOUT_LIBWINE
#else
#endif
}
/* Only change the mode if necessary. */
{
}
|| !mode->refresh_rate)
{
TRACE("Skipping redundant mode setting call.\n");
return WINED3D_OK;
}
if (ret != DISP_CHANGE_SUCCESSFUL)
{
{
WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate.\n");
}
if (ret != DISP_CHANGE_SUCCESSFUL)
return WINED3DERR_NOTAVAILABLE;
}
/* Store the new values. */
/* And finally clip mouse to our screen. */
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 */
{
#ifndef VBOX_WITH_WDDM
const struct wined3d_adapter *adapter;
TRACE("wined3d %p, adapter_idx %u, flags %#x, identifier %p.\n",
return WINED3DERR_INVALIDCALL;
if (identifier->driver_size)
{
}
if (identifier->description_size)
{
}
/* Note that d3d8 doesn't supply a device name. */
if (identifier->device_name_size)
{
{
return WINED3DERR_INVALIDCALL;
}
}
identifier->subsystem_id = 0;
identifier->revision = 0;
memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
return WINED3D_OK;
#else
ERR("not supported!");
return E_FAIL;
#endif
}
struct wined3d_raster_status *raster_status)
{
struct wined3d_display_mode mode;
if (!once++)
FIXME("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
else
WARN("wined3d %p, adapter_idx %u, raster_status %p semi-stub!\n",
/* 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. */
return WINED3DERR_INVALIDCALL;
return WINED3DERR_INVALIDCALL;
/* Assume 20 scan lines in the vertical blank. */
else
{
raster_status->scan_line = 0;
}
TRACE("Returning fake value, in_vblank %u, scan_line %u.\n",
return WINED3D_OK;
}
{
/* Float formats need FBOs. If FBOs are used this function isn't called */
{
return FALSE;
}
return FALSE;
return FALSE;
return FALSE;
return FALSE;
return TRUE;
}
/* Probably a RGBA_float or color index mode */
return FALSE;
}
{
{
return FALSE;
}
/* Float formats need FBOs. If FBOs are used this function isn't called */
/* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
* We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
* a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
return FALSE;
/* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
* allow more stencil bits than requested. */
return FALSE;
return TRUE;
}
{
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",
return WINED3DERR_INVALIDCALL;
{
{
TRACE("Formats match.\n");
return WINED3D_OK;
}
}
else
{
const struct wined3d_pixel_format *cfgs;
unsigned int cfg_count;
unsigned int i;
for (i = 0; i < cfg_count; ++i)
{
{
TRACE("Formats match.\n");
return WINED3D_OK;
}
}
}
TRACE("Unsupported format pair: %s and %s.\n",
return WINED3DERR_NOTAVAILABLE;
}
HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
{
const struct wined3d_gl_info *gl_info;
TRACE("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
"windowed %#x, multisample_type %#x, quality_levels %p.\n",
return WINED3DERR_INVALIDCALL;
{
TRACE("Returning not supported.\n");
if (quality_levels)
*quality_levels = 0;
return WINED3DERR_NOTAVAILABLE;
}
if (quality_levels)
{
/* FIXME: This is probably wrong. */
else
*quality_levels = 1;
}
return WINED3D_OK;
}
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
{
/* Blacklist formats not supported on Windows */
{
case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
TRACE("[FAILED] - not supported on windows.\n");
return FALSE;
default:
break;
}
{
/* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
}
else
{
unsigned int i;
/* Walk through all WGL pixel formats to find a match */
{
return TRUE;
}
}
return FALSE;
}
/* Check the render target capabilities of a format */
{
/* Filter out non-RT formats */
{
unsigned int i;
getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
/* 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) */
{
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) */
{
if (cfgs[i].windowDrawable
{
TRACE("Pixel format %d is compatible with format %s.\n",
return TRUE;
}
}
}
{
/* For now return TRUE for FBOs until we have some proper checks.
* Note that this function will only be called when the format is around for texturing. */
return TRUE;
}
return FALSE;
}
const struct wined3d_format *adapter_format,
{
if (no3d)
{
switch (check_format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
TRACE("[FAILED] - Not enumerated on Windows.\n");
return FALSE;
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_P8_UINT:
TRACE("[OK]\n");
return TRUE;
default:
TRACE("[FAILED] - Not available on GDI surfaces.\n");
return FALSE;
}
}
/* All formats that are supported for textures are supported for surfaces
* as well. */
return TRUE;
/* All depth stencil formats are supported on surfaces */
/* If opengl can't process the format natively, the blitter may be able to convert it */
{
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. */
{
DWORD format_flags = 0;
TRACE("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
"resource_type %s, check_format %s.\n",
return WINED3DERR_INVALIDCALL;
switch (resource_type)
{
{
TRACE("[FAILED] - No cube texture support.\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3D_RTYPE_SURFACE:
{
TRACE("[FAILED] - Not supported for plain surfaces.\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3D_RTYPE_TEXTURE:
{
TRACE("[FAILED] - No shadow sampler support.\n");
return WINED3DERR_NOTAVAILABLE;
}
break;
case WINED3D_RTYPE_VOLUME:
/* Volume is to VolumeTexture what Surface is to Texture, but its
* usage caps are not documented. Most driver seem to offer
* (nearly) the same on Volume and VolumeTexture, so do that too. */
{
TRACE("[FAILED] - No volume texture support.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* Filter formats that need conversion; For one part, this
* conversion is unimplemented, and volume textures are huge, so
* it would be a big performance hit. Unless we hit an application
* needing one of those formats, don't advertize them to avoid
* leading applications into temptation. The windows drivers don't
* support most of those formats on volumes anyway. */
{
TRACE("[FAILED] - No converted formats on volumes.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* The GL_EXT_texture_compression_s3tc spec requires that loading
* an s3tc compressed texture results in an error. While the D3D
* refrast does support s3tc volumes, at least the nvidia Windows
* driver does not, so we're free not to support this format. */
switch (check_format_id)
{
case WINED3DFMT_DXT1:
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
case WINED3DFMT_DXT4:
case WINED3DFMT_DXT5:
TRACE("[FAILED] - DXTn does not support 3D textures.\n");
return WINED3DERR_NOTAVAILABLE;
default:
/* Do nothing, continue with checking the format below */
break;
}
break;
default:
return WINED3DERR_NOTAVAILABLE;
}
{
TRACE("Requested usage %#x, but resource type %s only allows %#x.\n",
return WINED3DERR_NOTAVAILABLE;
}
if (usage & WINED3DUSAGE_QUERY_FILTER)
if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
{
TRACE("Requested format flags %#x, but format %s only has %#x.\n",
return WINED3DERR_NOTAVAILABLE;
}
{
TRACE("Requested texturing support, but wined3d was created with WINED3D_NO3D.\n");
return WINED3DERR_NOTAVAILABLE;
}
if ((usage & WINED3DUSAGE_DEPTHSTENCIL)
{
TRACE("Requested WINED3DUSAGE_DEPTHSTENCIL, but format %s is not supported for depth / stencil buffers.\n",
return WINED3DERR_NOTAVAILABLE;
}
if ((usage & WINED3DUSAGE_RENDERTARGET)
{
TRACE("Requested WINED3DUSAGE_RENDERTARGET, but format %s is not supported for render targets.\n",
return WINED3DERR_NOTAVAILABLE;
}
{
TRACE("No WINED3DUSAGE_AUTOGENMIPMAP support, returning WINED3DOK_NOAUTOGEN.\n");
return WINED3DOK_NOAUTOGEN;
}
return WINED3D_OK;
}
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",
return WINED3D_OK;
}
{
TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
return WINED3DERR_INVALIDCALL;
/* The task of this function is to check whether a certain display / backbuffer format
* combination is available on the given adapter. In fullscreen mode microsoft specified
* that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
* and display format should match exactly.
* In windowed mode format conversion can occur and this depends on the driver. When format
* conversion is done, this function should nevertheless fail and applications need to use
* CheckDeviceFormatConversion.
* At the moment we assume that fullscreen and windowed have the same capabilities. */
/* There are only 4 display formats. */
if (!(display_format == WINED3DFMT_B5G6R5_UNORM
{
return WINED3DERR_NOTAVAILABLE;
}
/* If the requested display format is not available, don't continue. */
if (!mode_count)
{
return WINED3DERR_NOTAVAILABLE;
}
/* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
* it means 'reuse' the display format for the backbuffer. */
{
TRACE("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
* backbuffer format WINED3DFMT_B5G6R5_UNORM. */
{
TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
return WINED3DERR_NOTAVAILABLE;
}
/* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
* backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
* WINED3DFMT_B5G5R5A1_UNORM. */
&& !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
{
TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
return WINED3DERR_NOTAVAILABLE;
}
/* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
* backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
* WINED3DFMT_B8G8R8A8_UNORM. */
&& !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
{
TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
return WINED3DERR_NOTAVAILABLE;
}
/* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
* can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
{
TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
return WINED3DERR_NOTAVAILABLE;
}
/* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
TRACE("Unsupported display/backbuffer format combination %s / %s.\n",
return hr;
}
{
struct shader_caps shader_caps;
struct fragment_caps fragment_caps;
struct wined3d_vertex_caps vertex_caps;
TRACE("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
return WINED3DERR_INVALIDCALL;
caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
/* TODO:
WINED3DPMISCCAPS_NULLREFERENCE
WINED3DPMISCCAPS_FOGANDSPECULARALPHA
WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
{
}
/* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
* according to the glBlendFunc manpage
*
* WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
* legacy settings for srcblend only
*/
{
}
{
}
{
{
}
}
{
{
}
}
{
}
{
{
}
}
else
{
caps->CubeTextureFilterCaps = 0;
}
{
}
else
{
caps->VolumeTextureFilterCaps = 0;
}
{
}
{
}
{
}
{
{
}
{
}
{
}
}
else
{
caps->VolumeTextureAddressCaps = 0;
}
/* 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
*/
else
caps->MaxVolumeExtent = 0;
{
}
{
}
caps->MaxPrimitiveCount = 0xfffff; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
caps->MasterAdapterOrdinal = 0;
caps->AdapterOrdinalInGroup = 0;
caps->VertexTextureFilterCaps = 0;
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
/* 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
*/
{
/* 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. */
/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
}
{
}
else
{ /* VS 1.x */
}
{
/* 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 */
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
}
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
}
else /* PS 1.x */
{
}
{
/* 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 */
{
}
}
else
{
}
/* Set DirectDraw helper Caps */
/* Fill the ddraw caps structure */
{
}
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;
TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
/* 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. */
return WINED3DERR_INVALIDCALL;
if (!object)
return E_OUTOFMEMORY;
{
return hr;
}
return WINED3D_OK;
}
{
ERR("Invalid vertex attribute function called\n");
DebugBreak();
}
{
ERR("Invalid texcoord function called\n");
DebugBreak();
}
/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
* the extension detection and are used in drawStridedSlow
*/
{
FIXME("Add a test for fixed function position from d3dcolor type\n");
D3DCOLOR_B_A(pos));
}
{
{
}
else
{
}
}
{
}
{
}
{
WARN("GL_EXT_secondary_color not supported\n");
}
{
else
/* No 4 component entry points here */
{
}
else
{
}
{
}
else
{
}
/* Only 3 component entry points here. Test how others behave. Float4 normals are used
* by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
*/
normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv; /* Just ignore the 4th value */
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
{
/* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
} else {
}
}
{
int i;
{
UINT attrib_count = 0;
int attribs[11];
int values[11];
int attribute;
{
int format_id = i + 1;
continue;
cfg->numSamples = 0;
/* Check multisample support. */
{
int values[2];
{
/* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
* multisampling is supported. values[1] = number of
* multisample buffers. */
if (values[0])
}
}
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
}
}
else
{
int cfg_count;
{
int format_id = i + 1;
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). */
{
continue;
}
cfg->numSamples = 0;
TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
"depth=%d, stencil=%d, windowDrawable=%d\n",
}
}
}
/**
* Loads a system DLL.
*
* @returns Module handle or NULL
* @param pszName The DLL name.
*/
{
return NULL;
return LoadLibraryA(szPath);
}
/* Do not call while under the GL lock. */
{
struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
unsigned int ctx_attrib_idx = 0;
#ifdef VBOX
#endif
/* Dynamically load all GL core functions */
#ifdef USE_WIN32_OPENGL
{
# ifndef VBOX
# else
# ifdef VBOX_WDDM_WOW64
# else
# endif
if (!mod_gl)
{
ERR("Can't load VBoxOGL.dll!\n");
return FALSE;
}
if(!pDrvValidateVersion) {
ERR("Can't get DrvValidateVersion\n");
return FALSE;
}
if(!pDrvValidateVersion(1)) {
ERR("DrvValidateVersion FAILED\n");
return FALSE;
}
# endif
}
#else
/* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
{
}
#endif
#ifdef VBOX_WITH_WDDM
pHgsmi = VBoxCrHgsmiCreate();
if (!pHgsmi)
{
ERR("VBoxCrHgsmiCreate failed");
return FALSE;
}
#endif
{
return FALSE;
}
TRACE("Allocated LUID %08x:%08x for adapter %p.\n",
#ifdef VBOX
, pHgsmi
#endif
))
{
#ifdef VBOX_WITH_WDDM
#endif
return FALSE;
}
{
}
ctx_attribs[ctx_attrib_idx] = 0;
{
#ifdef VBOX_WITH_WDDM
#endif
return FALSE;
}
/* We haven't found any suitable formats. This should only happen in
* case of GDI software rendering, which is pretty useless anyway. */
{
WARN("No suitable pixel formats found.\n");
#ifdef VBOX_WITH_WDDM
#endif
return FALSE;
}
{
ERR("Failed to initialize GL format info.\n");
#ifdef VBOX_WITH_WDDM
#endif
return FALSE;
}
#ifndef VBOX_WITH_WDDM
adapter->UsedTextureRam = 0;
#endif
#ifdef VBOX_WITH_WDDM
#endif
return TRUE;
}
{
#ifndef VBOX_WITH_WDDM
else
#endif
}
const struct wined3d_parent_ops wined3d_null_parent_ops =
{
};
/* Do not call while under the GL lock. */
{
TRACE("Initializing adapters.\n");
if (flags & WINED3D_NO3D)
{
return WINED3D_OK;
}
{
WARN("Failed to initialize adapter.\n");
return E_FAIL;
}
return WINED3D_OK;
}