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Diffstat (limited to 'src/VBox/Devices/Graphics/shaderlib/directx.c')
-rw-r--r--src/VBox/Devices/Graphics/shaderlib/directx.c2672
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;
+}
+