diff options
Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/directx.c')
-rw-r--r-- | src/VBox/Devices/Graphics/shaderlib/directx.c | 2672 |
1 files changed, 2672 insertions, 0 deletions
diff --git a/src/VBox/Devices/Graphics/shaderlib/directx.c b/src/VBox/Devices/Graphics/shaderlib/directx.c new file mode 100644 index 00000000..7cd1e59d --- /dev/null +++ b/src/VBox/Devices/Graphics/shaderlib/directx.c @@ -0,0 +1,2672 @@ +/* + * 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 <stdio.h> +#include "wined3d_private.h" + +#ifdef VBOX_WITH_WDDM +# include <VBoxCrHgsmi.h> +#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 */ +#if 0 /* VBox: unused */ +static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } }; +#endif + + +/* 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 */ +}; + +#if 0 /* VBox: unused */ +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. */ +}; +#endif /* VBox: unused */ + + +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; +} + |