/* * IWineD3D implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 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 */ /* * 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 #include "wined3d_private.h" #ifdef VBOX_WITH_WDDM # include #endif #ifdef VBOX_WITH_VMSVGA # ifdef RT_OS_WINDOWS DECLIMPORT(void) APIENTRY glFinish(void); # else void glFinish(void); # endif #endif WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); #define GLINFO_LOCATION (*gl_info) #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024) /* The d3d device ID */ static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } }; /* Extension detection */ static const struct { const char *extension_string; GL_SupportedExt extension; DWORD version; } EXTENSION_MAP[] = { /* APPLE */ {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 }, {"GL_APPLE_fence", APPLE_FENCE, 0 }, {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 }, {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 }, {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 }, {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 }, /* ARB */ {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 }, {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 }, {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 }, {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 }, {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 }, {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 }, {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 }, {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 }, {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 }, {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 }, {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 }, {"GL_ARB_imaging", ARB_IMAGING, 0 }, {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 }, {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */ {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 }, {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 }, {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 }, {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 }, {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 }, {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 }, {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 }, {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 }, {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 }, {"GL_ARB_sync", ARB_SYNC, 0 }, {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 }, {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 }, {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 }, {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 }, {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 }, {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 }, {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 }, {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 }, {"GL_IBM_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 }, {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) }, {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 }, {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 }, {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 }, {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 }, {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 }, {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 }, {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 }, /* ATI */ {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 }, {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 }, {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 }, {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 }, {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 }, /* EXT */ {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 }, {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 }, {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 }, {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 }, {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 }, {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 }, {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 }, {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 }, {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 }, {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 }, {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 }, {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 }, {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 }, {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 }, {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 }, {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 }, {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 }, {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 }, {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) }, {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 }, {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 }, {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 }, {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 }, {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 }, {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 }, {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 }, {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 }, {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 }, /* NV */ {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 }, {"GL_NV_fence", NV_FENCE, 0 }, {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 }, {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 }, {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 }, {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 }, {"GL_NV_half_float", NV_HALF_FLOAT, 0 }, {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 }, {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 }, {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 }, {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 }, {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 }, {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 }, {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 }, {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 }, {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 }, {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 }, {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 }, {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 }, /* SGI */ {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 }, }; /********************************************************** * 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 struct min_lookup minMipLookup_noFilter[] = { /* NONE POINT LINEAR */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */ }; const struct min_lookup minMipLookup_noMip[] = { /* NONE POINT LINEAR */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */ {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */ }; const GLenum magLookup[] = { /* NONE POINT LINEAR */ GL_NEAREST, GL_NEAREST, GL_LINEAR, }; const GLenum magLookup_noFilter[] = { /* NONE POINT LINEAR */ GL_NEAREST, GL_NEAREST, GL_NEAREST, }; /* drawStridedSlow attributes */ glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT]; glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT]; glAttribFunc specular_func_3ubv; glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT]; glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT]; glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT]; /********************************************************** * IWineD3D parts follows **********************************************************/ /* GL locking is done by the caller */ static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info) { GLuint prog; BOOL ret = FALSE; const char *testcode = "!!ARBvp1.0\n" "PARAM C[66] = { program.env[0..65] };\n" "ADDRESS A0;" "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n" "ARL A0.x, zero.x;\n" "MOV result.position, C[A0.x + 65];\n" "END\n"; while(glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create an ARB offset limit test program\n"); } GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(testcode), testcode)); if(glGetError() != 0) { TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n"); TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; } else TRACE("OpenGL implementation allows offsets > 63\n"); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0)); GL_EXTCALL(glDeleteProgramsARB(1, &prog)); checkGLcall("ARB vp offset limit test cleanup"); return ret; } static DWORD ver_for_ext(GL_SupportedExt ext) { unsigned int i; for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { if(EXTENSION_MAP[i].extension == ext) { return EXTENSION_MAP[i].version; } } return 0; } static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, 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_ATI) return FALSE; if (device == CARD_ATI_RADEON_9500) return TRUE; if (device == CARD_ATI_RADEON_X700) return TRUE; if (device == CARD_ATI_RADEON_X1600) return TRUE; return FALSE; } static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, 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_5800 || device == CARD_NVIDIA_GEFORCEFX_5600) { return TRUE; } } return FALSE; } static BOOL match_apple(const struct wined3d_gl_info *gl_info, 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() */ if (gl_vendor == GL_VENDOR_APPLE) { return TRUE; } return FALSE; } /* 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[sizeof(pattern) / sizeof(pattern[0])]; /* No PBO -> No point in testing them. */ if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return; ENTER_GL(); while (glGetError()); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); 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(glGenBuffersARB(1, &pbo)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo)); GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB)); checkGLcall("Specifying the PBO test pbo"); 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(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0)); #ifdef VBOX_WITH_VMSVGA glFinish(); #else wglFinish(); /* just to be sure */ #endif memset(check, 0, sizeof(check)); glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check); checkGLcall("Reading back the PBO test texture"); glDeleteTextures(1, &texture); GL_EXTCALL(glDeleteBuffersARB(1, &pbo)); checkGLcall("PBO test cleanup"); LEAVE_GL(); if (memcmp(check, pattern, sizeof(check))) { WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n"); WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n"); gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE; } else { TRACE_(d3d_caps)("PBO test successful.\n"); } } static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, 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, 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_ATI) return FALSE; if (device == CARD_ATI_RADEON_X1600) return FALSE; return TRUE; } static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, 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_dx10_capable(const struct wined3d_gl_info *gl_info, 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 its not going to hurt us because the dx9 limit is * hardcoded * * dx10 cards usually have 64 varyings */ return gl_info->limits.glsl_varyings > 44; } /* A GL context is provided by the caller */ static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, 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; ENTER_GL(); while(glGetError()); GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data); error = glGetError(); LEAVE_GL(); 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; } } static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) { if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE; return gl_info->supported[NV_TEXTURE_SHADER]; } /* A GL context is provided by the caller */ static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, 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; 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; ENTER_GL(); while(glGetError()); GL_EXTCALL(glGenProgramsARB(1, &prog)); if(!prog) { ERR("Failed to create the NVvp clip test program\n"); LEAVE_GL(); return FALSE; } GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog)); GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(testcode), testcode)); 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 *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); ret = TRUE; while(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"); LEAVE_GL(); return ret; } /* Context activation is done by the caller. */ static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, 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; #ifndef VBOX_WITH_VMSVGA if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE; #endif memset(data, 0xcc, sizeof(data)); ENTER_GL(); glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 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)); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); checkGLcall("glTexSubImage2D"); glClearColor(0.996, 0.729, 0.745, 0.792); glClear(GL_COLOR_BUFFER_BIT); checkGLcall("glClear"); 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); glBindTexture(GL_TEXTURE_2D, 0); checkGLcall("glBindTexture"); gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo); glDeleteTextures(1, &tex); checkGLcall("glDeleteTextures"); LEAVE_GL(); return *(DWORD *)data == 0x11111111; } static void quirk_arb_constants(struct wined3d_gl_info *gl_info) { TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants); gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants; TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants); gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants; } static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info) { quirk_arb_constants(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_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n"); gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12); } /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB * on more than one texture unit. This means that the d3d9 visual point size test will cause a * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This * quirk only enables point sprites on the first texture unit. This keeps point sprites working in * most games, but avoids the crash * * A more sophisticated way would be to find all units that need texture coordinates and enable * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though) * * Note that disabling the extension entirely does not gain predictability because there is no point * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */ static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info) { if (gl_info->supported[ARB_POINT_SPRITE]) { TRACE("Limiting point sprites to one texture unit.\n"); gl_info->limits.point_sprite_units = 1; } } static void quirk_ati_dx9(struct wined3d_gl_info *gl_info) { quirk_arb_constants(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 inconventient * 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[WINE_NORMALIZED_TEXRECT] = TRUE; } /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although * it is generally more efficient. Reserve just 8 constants. */ TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n"); gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8); } 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 reenable ARB_tex_rect (which was previously disabled * in IWineD3DImpl_FillGLCaps). * 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_apple_nvts(struct wined3d_gl_info *gl_info) { gl_info->supported[NV_TEXTURE_SHADER] = FALSE; gl_info->supported[NV_TEXTURE_SHADER2] = FALSE; } 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 BOOL match_ati_hd4800(const struct wined3d_gl_info *gl_info, 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_ATI) return FALSE; if (device == CARD_ATI_RADEON_HD4800) return TRUE; return FALSE; } static void quirk_fullsize_blit(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_FULLSIZE_BLIT; } #ifdef VBOX_WITH_WDDM static BOOL match_mesa_nvidia(const struct wined3d_gl_info *gl_info, 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) return FALSE; if (gl_vendor != GL_VENDOR_MESA) return FALSE; return TRUE; } static void quirk_no_shader_3(struct wined3d_gl_info *gl_info) { int vs_selected_mode, ps_selected_mode; select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode); if (vs_selected_mode != SHADER_GLSL && ps_selected_mode != SHADER_GLSL) return; gl_info->limits.arb_ps_instructions = 512; } #endif static BOOL match_intel(const struct wined3d_gl_info *gl_info, 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_INTEL) return TRUE; if (gl_vendor == GL_VENDOR_INTEL) return TRUE; return FALSE; } static void quirk_force_blit(struct wined3d_gl_info *gl_info) { gl_info->quirks |= WINED3D_QUIRK_FORCE_BLIT; } struct driver_quirk { BOOL (*match)(const struct wined3d_gl_info *gl_info, 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_ati_r300_to_500, quirk_ati_dx9, "ATI GLSL constant and normalized texrect quirk" }, /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are * used it falls back to software. While the compiler can detect if the shader uses all declared * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader * using relative addressing falls back to software. * * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */ { 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_fglrx, quirk_one_point_sprite, "Fglrx point sprite crash workaround" }, { 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" }, { /* The pixel formats provided by GL_NV_texture_shader are broken on OSX * (rdar://5682521). */ match_apple_nvts, quirk_apple_nvts, "Apple NV_texture_shader disable" }, #ifndef VBOX_WITH_VMSVGA { match_broken_nv_clip, quirk_disable_nvvp_clip, "Apple NV_vertex_program clip bug quirk" }, #endif { match_fbo_tex_update, quirk_fbo_tex_update, "FBO rebind for attachment updates" }, { match_ati_hd4800, quirk_fullsize_blit, "Fullsize blit" }, #ifdef VBOX_WITH_WDDM { match_mesa_nvidia, quirk_no_shader_3, "disable shader 3 support" }, #endif { match_intel, quirk_force_blit, "force framebuffer blit when possible" } }; /* Context activation is done by the caller. */ static void fixup_extensions(struct wined3d_gl_info *gl_info, 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 < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i) { if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue; TRACE_(d3d_caps)("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); } /* 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 Direct3D level the driver supports: * 11 -> d3d6 * 12 -> d3d7 * 13 -> d3d8 * 14 -> d3d9 * 15 -> d3d10 * * "z" is unknown, possibly vendor specific. * * "w" is the vendor specific driver version. */ struct driver_version_information { 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 */ WORD d3d_level; /* driver hiword to report */ WORD lopart_hi, lopart_lo; /* driver loword to report */ }; static const struct driver_version_information driver_version_table[] = { /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x) * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86 * * All version numbers used below are from the Linux nvidia drivers. */ {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 }, {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 }, /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */ {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 }, {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 }, /* TODO: Add information about legacy ATI hardware, Intel and other cards. */ }; 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_(d3d_caps)("Invalid opengl major version: %d.\n", major); while (isdigit(*ptr)) ++ptr; if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version)); minor = atoi(ptr); TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor); return MAKEDWORD_VERSION(major, minor); } static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, 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. */ if (gl_info->supported[APPLE_FENCE] && gl_info->supported[APPLE_CLIENT_STORAGE] && gl_info->supported[APPLE_FLUSH_RENDER] && 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, "Intel(R)") || strstr(gl_renderer, "Intel(R)") || strstr(gl_vendor_string, "Intel Inc.")) { if (strstr(gl_renderer, "Mesa")) return GL_VENDOR_MESA; return GL_VENDOR_INTEL; } if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.") || strstr(gl_vendor_string, "DRI R300 Project") || strstr(gl_vendor_string, "X.Org R300 Project") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.") || strstr(gl_renderer, "Mesa") || strstr(gl_renderer, "Gallium")) return GL_VENDOR_MESA; FIXME_(d3d_caps)("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")) 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_vendor_string, "DRI R300 Project")) return HW_VENDOR_ATI; if (strstr(gl_vendor_string, "Intel(R)") || strstr(gl_renderer, "Intel(R)") || strstr(gl_vendor_string, "Intel Inc.")) return HW_VENDOR_INTEL; if (strstr(gl_vendor_string, "Mesa") || strstr(gl_vendor_string, "Tungsten Graphics, Inc") || strstr(gl_vendor_string, "VMware, Inc.")) return HW_VENDOR_SOFTWARE; FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string)); return HW_VENDOR_NVIDIA; } static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { #ifndef VBOX_WITH_WDDM if (WINE_D3D10_CAPABLE(gl_info)) #endif { /* Geforce 200 - highend */ if (strstr(gl_renderer, "GTX 280") || strstr(gl_renderer, "GTX 285") || strstr(gl_renderer, "GTX 295")) { *vidmem = 1024; return CARD_NVIDIA_GEFORCE_GTX280; } /* Geforce 200 - midend high */ if (strstr(gl_renderer, "GTX 275")) { *vidmem = 896; return CARD_NVIDIA_GEFORCE_GTX275; } /* Geforce 200 - midend */ if (strstr(gl_renderer, "GTX 260")) { *vidmem = 1024; return CARD_NVIDIA_GEFORCE_GTX260; } /* Geforce 200 - midend */ if (strstr(gl_renderer, "GT 240")) { *vidmem = 512; return CARD_NVIDIA_GEFORCE_GT240; } /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */ if (strstr(gl_renderer, "9800") || strstr(gl_renderer, "GTS 150") || strstr(gl_renderer, "GTS 250")) { *vidmem = 512; return CARD_NVIDIA_GEFORCE_9800GT; } /* Geforce9 - midend */ if (strstr(gl_renderer, "9600")) { *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */ return CARD_NVIDIA_GEFORCE_9600GT; } /* Geforce9 - midend low / Geforce 200 - low */ if (strstr(gl_renderer, "9500") || strstr(gl_renderer, "GT 120") || strstr(gl_renderer, "GT 130")) { *vidmem = 256; /* The 9500GT has 256-1024MB */ return CARD_NVIDIA_GEFORCE_9500GT; } /* Geforce9 - lowend */ if (strstr(gl_renderer, "9400")) { *vidmem = 256; /* The 9400GT has 256-1024MB */ return CARD_NVIDIA_GEFORCE_9400GT; } /* Geforce9 - lowend low */ if (strstr(gl_renderer, "9100") || strstr(gl_renderer, "9200") || strstr(gl_renderer, "9300") || strstr(gl_renderer, "G 100")) { *vidmem = 256; /* The 9100-9300 cards have 256MB */ return CARD_NVIDIA_GEFORCE_9200; } /* Geforce8 - highend */ if (strstr(gl_renderer, "8800")) { *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */ return CARD_NVIDIA_GEFORCE_8800GTS; } /* Geforce8 - midend mobile */ if (strstr(gl_renderer, "8600 M")) { *vidmem = 512; return CARD_NVIDIA_GEFORCE_8600MGT; } /* Geforce8 - midend */ if (strstr(gl_renderer, "8600") || strstr(gl_renderer, "8700")) { *vidmem = 256; return CARD_NVIDIA_GEFORCE_8600GT; } /* Geforce8 - lowend */ if (strstr(gl_renderer, "8100") || strstr(gl_renderer, "8200") || strstr(gl_renderer, "8300") || strstr(gl_renderer, "8400") || strstr(gl_renderer, "8500")) { *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */ return CARD_NVIDIA_GEFORCE_8300GS; } /* Geforce8-compatible fall back if the GPU is not in the list yet */ *vidmem = 128; return CARD_NVIDIA_GEFORCE_8300GS; } /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx. */ if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3]) { /* Geforce7 - highend */ if (strstr(gl_renderer, "7800") || strstr(gl_renderer, "7900") || strstr(gl_renderer, "7950") || strstr(gl_renderer, "Quadro FX 4") || strstr(gl_renderer, "Quadro FX 5")) { *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */ return CARD_NVIDIA_GEFORCE_7800GT; } /* Geforce7 midend */ if (strstr(gl_renderer, "7600") || strstr(gl_renderer, "7700")) { *vidmem = 256; /* The 7600 uses 256-512MB */ return CARD_NVIDIA_GEFORCE_7600; } /* Geforce7 lower medium */ if (strstr(gl_renderer, "7400")) { *vidmem = 256; /* The 7400 uses 256-512MB */ return CARD_NVIDIA_GEFORCE_7400; } /* Geforce7 lowend */ if (strstr(gl_renderer, "7300")) { *vidmem = 256; /* Mac Pros with this card have 256 MB */ return CARD_NVIDIA_GEFORCE_7300; } /* Geforce6 highend */ if (strstr(gl_renderer, "6800")) { *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */ return CARD_NVIDIA_GEFORCE_6800; } /* Geforce6 - midend */ if (strstr(gl_renderer, "6600") || strstr(gl_renderer, "6610") || strstr(gl_renderer, "6700")) { *vidmem = 128; /* A 6600GT has 128-256MB */ return CARD_NVIDIA_GEFORCE_6600GT; } /* Geforce6/7 lowend */ *vidmem = 64; /* */ return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */ } if (WINE_D3D9_CAPABLE(gl_info)) { /* GeforceFX - highend */ if (strstr(gl_renderer, "5800") || strstr(gl_renderer, "5900") || strstr(gl_renderer, "5950") || strstr(gl_renderer, "Quadro FX")) { *vidmem = 256; /* 5800-5900 cards use 256MB */ return CARD_NVIDIA_GEFORCEFX_5800; } /* GeforceFX - midend */ if (strstr(gl_renderer, "5600") || strstr(gl_renderer, "5650") || strstr(gl_renderer, "5700") || strstr(gl_renderer, "5750")) { *vidmem = 128; /* A 5600 uses 128-256MB */ return CARD_NVIDIA_GEFORCEFX_5600; } /* GeforceFX - lowend */ *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */ return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */ } if (WINE_D3D8_CAPABLE(gl_info)) { if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4")) { *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */ return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */ } *vidmem = 64; /* Geforce3 cards have 64-128MB */ return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */ } if (WINE_D3D7_CAPABLE(gl_info)) { if (strstr(gl_renderer, "GeForce4 MX")) { /* Most Geforce4MX GPUs have at least 64MB of memory, some * early models had 32MB but most have 64MB or even 128MB. */ *vidmem = 64; return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */ } if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR")) { *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */ return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */ } if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2")) { *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */ return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */ } /* Most Geforce1 cards have 32MB, there are also some rare 16 * and 64MB (Dell) models. */ *vidmem = 32; return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */ } if (strstr(gl_renderer, "TNT2")) { *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */ return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */ } *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */ return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */ } static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx * * 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 (WINE_D3D10_CAPABLE(gl_info)) #endif { /* Radeon EG CYPRESS XT / PRO HD5800 - highend */ if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */ || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */ || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */ { *vidmem = 1024; /* note: HD58xx cards use 1024MB */ return CARD_ATI_RADEON_HD5800; } /* Radeon EG JUNIPER XT / LE HD5700 - midend */ if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */ || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */ || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */ { *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */ return CARD_ATI_RADEON_HD5700; } /* Radeon R7xx HD4800 - highend */ if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */ || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */ || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */ || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */ || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */ { *vidmem = 512; /* note: HD4890 cards use 1024MB */ return CARD_ATI_RADEON_HD4800; } /* Radeon R740 HD4700 - midend */ if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */ || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */ { *vidmem = 512; return CARD_ATI_RADEON_HD4700; } /* Radeon R730 HD4600 - midend */ if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */ || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */ || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */ { *vidmem = 512; return CARD_ATI_RADEON_HD4600; } /* Radeon R710 HD4500/HD4350 - lowend */ if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */ || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */ { *vidmem = 256; return CARD_ATI_RADEON_HD4350; } /* Radeon R6xx HD2900/HD3800 - highend */ if (strstr(gl_renderer, "HD 2900") || strstr(gl_renderer, "HD 3870") || strstr(gl_renderer, "HD 3850")) { *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */ return CARD_ATI_RADEON_HD2900; } /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */ if (strstr(gl_renderer, "HD 2600") || strstr(gl_renderer, "HD 3830") || strstr(gl_renderer, "HD 3690") || strstr(gl_renderer, "HD 3650")) { *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */ return CARD_ATI_RADEON_HD2600; } /* Radeon R6xx HD2350/HD2400/HD3400 - lowend * Note HD2300=DX9, HD2350=DX10 */ if (strstr(gl_renderer, "HD 2350") || strstr(gl_renderer, "HD 2400") || strstr(gl_renderer, "HD 3470") || strstr(gl_renderer, "HD 3450") || strstr(gl_renderer, "HD 3430") || strstr(gl_renderer, "HD 3400")) { *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */ return CARD_ATI_RADEON_HD2350; } /* Radeon R6xx/R7xx integrated */ if (strstr(gl_renderer, "HD 3100") || strstr(gl_renderer, "HD 3200") || strstr(gl_renderer, "HD 3300")) { *vidmem = 128; /* 128MB */ return CARD_ATI_RADEON_HD3200; } /* Default for when no GPU has been found */ *vidmem = 128; /* 128MB */ return CARD_ATI_RADEON_HD3200; } if (WINE_D3D8_CAPABLE(gl_info)) { /* Radeon R5xx */ if (strstr(gl_renderer, "X1600") || strstr(gl_renderer, "X1650") || strstr(gl_renderer, "X1800") || strstr(gl_renderer, "X1900") || strstr(gl_renderer, "X1950")) { *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */ return CARD_ATI_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 */ if (strstr(gl_renderer, "X700") || strstr(gl_renderer, "X800") || strstr(gl_renderer, "X850") || strstr(gl_renderer, "X1300") || strstr(gl_renderer, "X1400") || strstr(gl_renderer, "X1450") || strstr(gl_renderer, "X1550") || strstr(gl_renderer, "X2300") || strstr(gl_renderer, "X2500") || strstr(gl_renderer, "HD 2300") ) { *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */ return CARD_ATI_RADEON_X700; } /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */ if (strstr(gl_renderer, "Radeon Xpress")) { *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */ return CARD_ATI_RADEON_XPRESS_200M; } /* Radeon R3xx */ *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */ return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */ } if (WINE_D3D8_CAPABLE(gl_info)) { *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */ return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */ } if (WINE_D3D7_CAPABLE(gl_info)) { *vidmem = 32; /* There are models with up to 64MB */ return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */ } *vidmem = 16; /* There are 16-32MB models */ return CARD_ATI_RAGE_128PRO; } static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { if (strstr(gl_renderer, "X3100")) { /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */ *vidmem = 128; return CARD_INTEL_X3100; } if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM")) { /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */ *vidmem = 64; return CARD_INTEL_I945GM; } if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM; if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G; if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G; if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G; if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G; return CARD_INTEL_I915G; } static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx * * Beware: renderer string do not match exact card model, * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */ if (strstr(gl_renderer, "Gallium")) { /* Radeon R7xx HD4800 - highend */ if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */ || strstr(gl_renderer, "RV770") /* Radeon RV770 */ || strstr(gl_renderer, "RV790")) /* Radeon RV790 */ { *vidmem = 512; /* note: HD4890 cards use 1024MB */ return CARD_ATI_RADEON_HD4800; } /* Radeon R740 HD4700 - midend */ if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */ { *vidmem = 512; return CARD_ATI_RADEON_HD4700; } /* Radeon R730 HD4600 - midend */ if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */ { *vidmem = 512; return CARD_ATI_RADEON_HD4600; } /* Radeon R710 HD4500/HD4350 - lowend */ if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */ { *vidmem = 256; return CARD_ATI_RADEON_HD4350; } /* Radeon R6xx HD2900/HD3800 - highend */ if (strstr(gl_renderer, "R600") || strstr(gl_renderer, "RV670") || strstr(gl_renderer, "R680")) { *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */ return CARD_ATI_RADEON_HD2900; } /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */ if (strstr(gl_renderer, "RV630") || strstr(gl_renderer, "RV635")) { *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */ return CARD_ATI_RADEON_HD2600; } /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */ if (strstr(gl_renderer, "RV610") || strstr(gl_renderer, "RV620")) { *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */ return CARD_ATI_RADEON_HD2350; } /* Radeon R6xx/R7xx integrated */ if (strstr(gl_renderer, "RS780") || strstr(gl_renderer, "RS880")) { *vidmem = 128; /* 128MB */ return CARD_ATI_RADEON_HD3200; } /* Radeon R5xx */ if (strstr(gl_renderer, "RV530") || strstr(gl_renderer, "RV535") || strstr(gl_renderer, "RV560") || strstr(gl_renderer, "R520") || strstr(gl_renderer, "RV570") || strstr(gl_renderer, "R580")) { *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */ return CARD_ATI_RADEON_X1600; } /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */ if (strstr(gl_renderer, "R410") || strstr(gl_renderer, "R420") || strstr(gl_renderer, "R423") || strstr(gl_renderer, "R430") || strstr(gl_renderer, "R480") || strstr(gl_renderer, "R481") || strstr(gl_renderer, "RV410") || strstr(gl_renderer, "RV515") || strstr(gl_renderer, "RV516")) { *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */ return CARD_ATI_RADEON_X700; } /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */ if (strstr(gl_renderer, "RS400") || strstr(gl_renderer, "RS480") || strstr(gl_renderer, "RS482") || strstr(gl_renderer, "RS485") || strstr(gl_renderer, "RS600") || strstr(gl_renderer, "RS690") || strstr(gl_renderer, "RS740")) { *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */ return CARD_ATI_RADEON_XPRESS_200M; } /* Radeon R3xx */ if (strstr(gl_renderer, "R300") || strstr(gl_renderer, "RV350") || strstr(gl_renderer, "RV351") || strstr(gl_renderer, "RV360") || strstr(gl_renderer, "RV370") || strstr(gl_renderer, "R350") || strstr(gl_renderer, "R360")) { *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */ return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */ } } if (WINE_D3D9_CAPABLE(gl_info)) { /* Radeon R7xx HD4800 - highend */ if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */ || strstr(gl_renderer, "(RV770") /* Radeon RV770 */ || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */ { *vidmem = 512; /* note: HD4890 cards use 1024MB */ return CARD_ATI_RADEON_HD4800; } /* Radeon R740 HD4700 - midend */ if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */ { *vidmem = 512; return CARD_ATI_RADEON_HD4700; } /* Radeon R730 HD4600 - midend */ if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */ { *vidmem = 512; return CARD_ATI_RADEON_HD4600; } /* Radeon R710 HD4500/HD4350 - lowend */ if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */ { *vidmem = 256; return CARD_ATI_RADEON_HD4350; } /* Radeon R6xx HD2900/HD3800 - highend */ if (strstr(gl_renderer, "(R600") || strstr(gl_renderer, "(RV670") || strstr(gl_renderer, "(R680")) { *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */ return CARD_ATI_RADEON_HD2900; } /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */ if (strstr(gl_renderer, "(RV630") || strstr(gl_renderer, "(RV635")) { *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */ return CARD_ATI_RADEON_HD2600; } /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */ if (strstr(gl_renderer, "(RV610") || strstr(gl_renderer, "(RV620")) { *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */ return CARD_ATI_RADEON_HD2350; } /* Radeon R6xx/R7xx integrated */ if (strstr(gl_renderer, "(RS780") || strstr(gl_renderer, "(RS880")) { *vidmem = 128; /* 128MB */ return CARD_ATI_RADEON_HD3200; } } if (WINE_D3D8_CAPABLE(gl_info)) { *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */ return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */ } if (WINE_D3D7_CAPABLE(gl_info)) { *vidmem = 32; /* There are models with up to 64MB */ return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */ } *vidmem = 16; /* There are 16-32MB models */ return CARD_ATI_RAGE_128PRO; } static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n"); #ifndef VBOX_WITH_WDDM if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600; #else /* tmp work around to disable quirk_no_np2 quirk for mesa drivers */ if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE_6200; #endif if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3; if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE; if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT; return CARD_NVIDIA_RIVA_128; } static enum wined3d_pci_device select_card_intel_cmn(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { if (strstr(gl_renderer, "HD Graphics") || strstr(gl_renderer, "Sandybridge")) return CARD_INTEL_SBHD; FIXME_(d3d_caps)("Card selection not handled for Windows Intel driver\n"); return CARD_INTEL_I915G; } static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info, const char *gl_renderer, unsigned int *vidmem) { return select_card_intel_cmn(gl_info, gl_renderer, vidmem); } struct vendor_card_selection { enum wined3d_gl_vendor gl_vendor; enum wined3d_pci_vendor card_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, unsigned int *vidmem ); }; static const struct vendor_card_selection vendor_card_select_table[] = { {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary}, {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary}, {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary}, {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary}, {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary}, {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa}, {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa}, {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}, {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Windows Intel binary driver", select_card_intel_cmn} }; static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem) { /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of * different GPUs with roughly the same features. In most cases GPUs from a * certain family differ in clockspeeds, the amount of video memory and the * number of shader pipelines. * * 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. */ #ifndef VBOX int i; #else size_t i; #endif for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i) { if ((vendor_card_select_table[i].gl_vendor != *gl_vendor) || (vendor_card_select_table[i].card_vendor != *card_vendor)) continue; TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description); return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem); } FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n", *gl_vendor, *card_vendor); /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice * for Nvidia was because the hardware and drivers they make are of good quality. This makes * them a good generic choice. */ *card_vendor = HW_VENDOR_NVIDIA; #ifndef VBOX_WITH_WDDM if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600; #else /* tmp work around to disable quirk_no_np2 quirk for not-recognized drivers */ if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE_6200; #endif if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3; if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE; if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT; return CARD_NVIDIA_RIVA_128; } #ifndef VBOX_WITH_VMSVGA static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; int vs_selected_mode, ps_selected_mode; select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode); if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline; else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline; else if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline; else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline; else return &ffp_fragment_pipeline; } #endif static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter) { int vs_selected_mode, ps_selected_mode; select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend; #ifndef VBOX_WITH_VMSVGA if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend; #endif return &none_shader_backend; } #ifndef VBOX_WITH_VMSVGA static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; int vs_selected_mode, ps_selected_mode; select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode); if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit; else return &ffp_blit; } #endif #ifdef VBOX_WITH_VMSVGA /** Checks if @a pszExtension is one of the extensions we're looking for and * updates @a pGlInfo->supported accordingly. */ static void check_gl_extension(struct wined3d_gl_info *pGlInfo, const char *pszExtension) { size_t i; TRACE_(d3d_caps)("- %s\n", debugstr_a(pszExtension)); for (i = 0; i < RT_ELEMENTS(EXTENSION_MAP); i++) if (!strcmp(pszExtension, EXTENSION_MAP[i].extension_string)) { TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string); pGlInfo->supported[EXTENSION_MAP[i].extension] = TRUE; return; } } #endif /* Context activation is done by the caller. */ BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter, struct VBOXVMSVGASHADERIF *pVBoxShaderIf) { #ifndef VBOX_WITH_VMSVGA struct wined3d_driver_info *driver_info = &adapter->driver_info; #endif struct wined3d_gl_info *gl_info = &adapter->gl_info; #ifndef VBOX_WITH_VMSVGA const char *GL_Extensions = NULL; const char *WGL_Extensions = NULL; #endif const char *gl_vendor_str, *gl_renderer_str, *gl_version_str; #ifndef VBOX_WITH_VMSVGA struct fragment_caps fragment_caps; #endif enum wined3d_gl_vendor gl_vendor; enum wined3d_pci_vendor card_vendor; enum wined3d_pci_device device; GLint gl_max; GLfloat gl_floatv[2]; unsigned i; #ifndef VBOX_WITH_VMSVGA HDC hdc; #endif unsigned int vidmem=0; DWORD gl_version; #ifndef VBOX_WITH_VMSVGA size_t len; #endif TRACE_(d3d_caps)("(%p)\n", gl_info); ENTER_GL(); VBOX_CHECK_GL_CALL(gl_renderer_str = (const char *)glGetString(GL_RENDERER)); TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str)); if (!gl_renderer_str) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n"); return FALSE; } VBOX_CHECK_GL_CALL(gl_vendor_str = (const char *)glGetString(GL_VENDOR)); TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str)); if (!gl_vendor_str) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n"); return FALSE; } /* Parse the GL_VERSION field into major and minor information */ VBOX_CHECK_GL_CALL(gl_version_str = (const char *)glGetString(GL_VERSION)); TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str)); if (!gl_version_str) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_VERSION.\n"); return FALSE; } gl_version = wined3d_parse_gl_version(gl_version_str); /* * Initialize openGL extension related variables * with Default values */ memset(gl_info->supported, 0, sizeof(gl_info->supported)); gl_info->limits.blends = 1; gl_info->limits.buffers = 1; gl_info->limits.textures = 1; gl_info->limits.fragment_samplers = 1; gl_info->limits.vertex_samplers = 0; gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers; gl_info->limits.sampler_stages = 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; /* Retrieve opengl defaults */ VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max)); gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max); TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE glGetIntegerv(GL_MAX_LIGHTS, &gl_max); if (glGetError() != GL_NO_ERROR) { pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_LIGHTS, &gl_max)); pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); } #else VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_LIGHTS, &gl_max)); #endif gl_info->limits.lights = gl_max; TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max); VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max)); gl_info->limits.texture_size = gl_max; TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv); if (glGetError() != GL_NO_ERROR) { pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); VBOX_CHECK_GL_CALL(glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv)); if (glGetError() != GL_NO_ERROR) gl_floatv[0] = gl_floatv[1] = 1; pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); } #else VBOX_CHECK_GL_CALL(glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv)); #endif gl_info->limits.pointsize_min = gl_floatv[0]; gl_info->limits.pointsize_max = gl_floatv[1]; TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]); /* Parse the gl supported features, in theory enabling parts of our code appropriately. */ #ifndef VBOX_WITH_VMSVGA GL_Extensions = (const char *)glGetString(GL_EXTENSIONS); if (!GL_Extensions) { LEAVE_GL(); ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n"); return FALSE; } LEAVE_GL(); TRACE_(d3d_caps)("GL_Extensions reported:\n"); #endif gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE; gl_info->supported[VBOX_SHARED_CONTEXTS] = TRUE; #ifdef VBOX_WITH_VMSVGA { void *pvEnumCtx = NULL; char szCurExt[256]; while (pVBoxShaderIf->pfnGetNextExtension(pVBoxShaderIf, &pvEnumCtx, szCurExt, sizeof(szCurExt), false /*fOtherProfile*/)) check_gl_extension(gl_info, szCurExt); /* The cheap way out. */ pvEnumCtx = NULL; while (pVBoxShaderIf->pfnGetNextExtension(pVBoxShaderIf, &pvEnumCtx, szCurExt, sizeof(szCurExt), true /*fOtherProfile*/)) check_gl_extension(gl_info, szCurExt); } #else /* !VBOX_WITH_VMSVGA */ while (*GL_Extensions) { const char *start; char current_ext[256]; while (isspace(*GL_Extensions)) ++GL_Extensions; start = GL_Extensions; while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions; len = GL_Extensions - start; if (!len || len >= sizeof(current_ext)) continue; memcpy(current_ext, start, len); current_ext[len] = '\0'; TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext)); for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string)) { TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string); gl_info->supported[EXTENSION_MAP[i].extension] = TRUE; break; } } } #endif /* !VBOX_WITH_VMSVGA */ #ifdef VBOX_WITH_VMSVGA # ifdef RT_OS_WINDOWS # define OGLGETPROCADDRESS wglGetProcAddress # elif RT_OS_DARWIN # define OGLGETPROCADDRESS(x) MyNSGLGetProcAddress(x) # else extern void (*glXGetProcAddress(const GLubyte *procname))( void ); # define OGLGETPROCADDRESS(x) glXGetProcAddress((const GLubyte *)x) # endif #endif /* Now work out what GL support this card really has */ #define USE_GL_FUNC(type, pfn, ext, replace) \ { \ DWORD ver = ver_for_ext(ext); \ if (gl_info->supported[ext]) gl_info->pfn = (type)OGLGETPROCADDRESS(#pfn); \ else if (ver && ver <= gl_version) gl_info->pfn = (type)OGLGETPROCADDRESS(#replace); \ else gl_info->pfn = NULL; \ } GL_EXT_FUNCS_GEN; #undef USE_GL_FUNC #ifndef VBOX_WITH_VMSVGA #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)OGLGETPROCADDRESS(#pfn); WGL_EXT_FUNCS_GEN; #undef USE_GL_FUNC #endif ENTER_GL(); /* Now mark all the extensions supported which are included in the opengl core version. Do this *after* * loading the functions, otherwise the code above will load the extension entry points instead of the * core functions, which may not work. */ for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) { if (!gl_info->supported[EXTENSION_MAP[i].extension] && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version) { TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string); gl_info->supported[EXTENSION_MAP[i].extension] = TRUE; } } if (gl_info->supported[APPLE_FENCE]) { /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically. * The apple extension interacts with some other apple exts. Disable the NV * extension if the apple one is support to prevent confusion in other parts * of the code. */ gl_info->supported[NV_FENCE] = FALSE; } if (gl_info->supported[APPLE_FLOAT_PIXELS]) { /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel * * The enums are the same: * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B */ if (!gl_info->supported[ARB_TEXTURE_FLOAT]) { TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n"); gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE; } if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) { TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n"); gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE; } } if (gl_info->supported[ARB_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_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n"); gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE; } if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP]) { TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n"); gl_info->supported[ARB_DEPTH_CLAMP] = TRUE; } if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA]) { TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n"); gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE; } 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[NV_REGISTER_COMBINERS]) { VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max)); gl_info->limits.general_combiners = gl_max; TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max); } if (gl_info->supported[ARB_DRAW_BUFFERS]) { VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max)); gl_info->limits.buffers = gl_max; TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max); } if (gl_info->supported[ARB_MULTITEXTURE]) { #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); if (glGetError() != GL_NO_ERROR) VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max)); #else VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max)); #endif gl_info->limits.textures = min(MAX_TEXTURES, gl_max); TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures); if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { GLint tmp; VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp)); gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp); } else { gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, (UINT)gl_max); } TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers); if (gl_info->supported[ARB_VERTEX_SHADER]) { GLint tmp; VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp)); gl_info->limits.vertex_samplers = tmp; VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp)); gl_info->limits.combined_samplers = tmp; /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup * is known at shader link time. In a vertex shader + pixel shader combination this isn't * an issue because then the sampler setup only depends on the two shaders. If a pixel * shader is used with fixed function vertex processing we're fine too because fixed function * vertex processing doesn't use any samplers. If fixed function fragment processing is * used we have to make sure that all vertex sampler setups are valid together with all * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards). * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have * a fixed function pipeline anymore. * * So this is just a check to check that our assumption holds true. If not, write a warning * and reduce the number of vertex samplers or probably disable vertex texture fetch. */ if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers) { FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n", gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers); FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n"); if (gl_info->limits.combined_samplers > MAX_TEXTURES) gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES; else gl_info->limits.vertex_samplers = 0; } } else { gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers; } TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers); TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers); } if (gl_info->supported[ARB_VERTEX_BLEND]) { #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max); if (glGetError() != GL_NO_ERROR) { pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max)); pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); } #else VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max)); #endif gl_info->limits.blends = gl_max; TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends); } if (gl_info->supported[EXT_TEXTURE3D]) { VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max)); gl_info->limits.texture3d_size = gl_max; TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size); } if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) { VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max)); gl_info->limits.anisotropy = gl_max; TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy); } if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); if (glGetError() != GL_NO_ERROR) pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); #endif VBOX_CHECK_GL_CALL(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_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants); VBOX_CHECK_GL_CALL(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_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n", gl_info->limits.arb_ps_native_constants); VBOX_CHECK_GL_CALL(GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max))); gl_info->limits.arb_ps_temps = gl_max; TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps); VBOX_CHECK_GL_CALL(GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max))); gl_info->limits.arb_ps_instructions = gl_max; TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions); VBOX_CHECK_GL_CALL(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_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); #endif } if (gl_info->supported[ARB_VERTEX_PROGRAM]) { #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); if (glGetError() != GL_NO_ERROR) pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); #endif VBOX_CHECK_GL_CALL(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_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants); VBOX_CHECK_GL_CALL(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_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n", gl_info->limits.arb_vs_native_constants); VBOX_CHECK_GL_CALL(GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max))); gl_info->limits.arb_vs_temps = gl_max; TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps); VBOX_CHECK_GL_CALL(GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max))); gl_info->limits.arb_vs_instructions = gl_max; TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); #endif #ifndef VBOX_WITH_VMSVGA if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT; #endif } if (gl_info->supported[ARB_VERTEX_SHADER]) { VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max)); gl_info->limits.glsl_vs_float_constants = gl_max / 4; #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? * */ if (gl_info->limits.glsl_vs_float_constants < 256 && gl_max >= 256) { DWORD dwVersion = GetVersion(); DWORD dwMajor = (DWORD)(LOBYTE(LOWORD(dwVersion))); DWORD dwMinor = (DWORD)(HIBYTE(LOWORD(dwVersion))); /* tmp workaround Win8 Aero requirement for 256 */ if (dwMajor > 6 || dwMinor > 1) { gl_info->limits.glsl_vs_float_constants = 256; } } #endif TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants); } if (gl_info->supported[ARB_FRAGMENT_SHADER]) { VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max)); gl_info->limits.glsl_ps_float_constants = gl_max / 4; #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? * */ if (gl_info->limits.glsl_ps_float_constants < 256 && gl_max >= 256) { DWORD dwVersion = GetVersion(); DWORD dwMajor = (DWORD)(LOBYTE(LOWORD(dwVersion))); DWORD dwMinor = (DWORD)(HIBYTE(LOWORD(dwVersion))); /* tmp workaround Win8 Aero requirement for 256 */ if (dwMajor > 6 || dwMinor > 1) { gl_info->limits.glsl_ps_float_constants = 256; } } #endif TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants); #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); if (glGetError() != GL_NO_ERROR) { pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max)); pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); } #else VBOX_CHECK_GL_CALL(glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max)); #endif gl_info->limits.glsl_varyings = gl_max; TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4); } if (gl_info->supported[ARB_SHADING_LANGUAGE_100]) { const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB); unsigned int major, minor; TRACE_(d3d_caps)("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->supported[NV_LIGHT_MAX_EXPONENT]) { #ifdef VBOX_VMSVGA3D_DUAL_OPENGL_PROFILE glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess); if (glGetError() != GL_NO_ERROR) { pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, true /*fOtherProfile*/); VBOX_CHECK_GL_CALL(glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess)); pVBoxShaderIf->pfnSwitchInitProfile(pVBoxShaderIf, false /*fOtherProfile*/); } #else VBOX_CHECK_GL_CALL(glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess)); #endif } else { gl_info->limits.shininess = 128.0f; } 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_POINT_SPRITE]) { gl_info->limits.point_sprite_units = gl_info->limits.textures; } else { gl_info->limits.point_sprite_units = 0; } #ifndef VBOX_WITH_VMSVGA checkGLcall("extension detection"); #endif LEAVE_GL(); #ifndef VBOX_WITH_VMSVGA adapter->fragment_pipe = select_fragment_implementation(adapter); #endif adapter->shader_backend = select_shader_backend(adapter); #ifndef VBOX_WITH_VMSVGA adapter->blitter = select_blit_implementation(adapter); adapter->fragment_pipe->get_caps(gl_info, &fragment_caps); gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages; TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages); /* In some cases the number of texture stages can be larger than the number * of samplers. The GF4 for example can use only 2 samplers (no fragment * shaders), but 8 texture stages (register combiners). */ gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages); #endif if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer; gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers; gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers; gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage; gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv; gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer; gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers; gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv; gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer; gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap; } else { if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT; gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT; gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT; gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT; gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT; gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT; gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT; gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT; gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT; gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT; gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT; gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT; gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT; gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT; gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT; gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT; gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT; } #ifndef VBOX_WITH_VMSVGA else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n"); wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER; } #endif if (gl_info->supported[EXT_FRAMEBUFFER_BLIT]) { gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT; } if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE]) { gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT; } } #ifndef VBOX_WITH_VMSVGA /* MRTs are currently only supported when FBOs are used. */ if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) { gl_info->limits.buffers = 1; } #endif gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str); card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str); TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor); device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem); TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device); /* If we have an estimate use it, else default to 64MB; */ if(vidmem) gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */ else gl_info->vidmem = WINE_DEFAULT_VIDMEM; gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT; gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE; gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] = gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT; gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] = gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT; #ifndef VBOX_WITH_VMSVGA /* Make sure there's an active HDC else the WGL extensions will fail */ hdc = pwglGetCurrentDC(); if (hdc) { /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */ if(GL_EXTCALL(wglGetExtensionsStringARB)) WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc)); if (NULL == WGL_Extensions) { ERR(" WGL_Extensions returns NULL\n"); } else { TRACE_(d3d_caps)("WGL_Extensions reported:\n"); while (*WGL_Extensions != 0x00) { const char *Start; char ThisExtn[256]; while (isspace(*WGL_Extensions)) WGL_Extensions++; Start = WGL_Extensions; while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) { WGL_Extensions++; } len = WGL_Extensions - Start; if (len == 0 || len >= sizeof(ThisExtn)) continue; memcpy(ThisExtn, Start, len); ThisExtn[len] = '\0'; TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn)); if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) { gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE; TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n"); } if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) { gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE; TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n"); } } } } #endif fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device); #ifndef VBOX_WITH_VMSVGA init_driver_info(driver_info, card_vendor, device); add_gl_compat_wrappers(gl_info); #endif return TRUE; }