return FALSE;
}
+/* Check if a texture format is supported on the given adapter */
+static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+{
+ switch (CheckFormat) {
+
+ /*****
+ * supported: RGB(A) formats
+ */
+ case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
+ case WINED3DFMT_A8R8G8B8:
+ case WINED3DFMT_X8R8G8B8:
+ case WINED3DFMT_R5G6B5:
+ case WINED3DFMT_X1R5G5B5:
+ case WINED3DFMT_A1R5G5B5:
+ case WINED3DFMT_A4R4G4B4:
+ case WINED3DFMT_R3G3B2:
+ case WINED3DFMT_A8:
+ case WINED3DFMT_X4R4G4B4:
+ case WINED3DFMT_A8B8G8R8:
+ case WINED3DFMT_X8B8G8R8:
+ case WINED3DFMT_A2R10G10B10:
+ case WINED3DFMT_A2B10G10R10:
+ case WINED3DFMT_G16R16:
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+
+ /*****
+ * supported: Palettized
+ */
+ case WINED3DFMT_P8:
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+ /* No Windows driver offers A8P8, so don't offer it either */
+ case WINED3DFMT_A8P8:
+ return FALSE;
+
+ /*****
+ * Supported: (Alpha)-Luminance
+ */
+ case WINED3DFMT_L8:
+ case WINED3DFMT_A8L8:
+ case WINED3DFMT_A4L4:
+ case WINED3DFMT_L16:
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+
+ /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
+ case WINED3DFMT_D16_LOCKABLE:
+ case WINED3DFMT_D16:
+ case WINED3DFMT_D15S1:
+ case WINED3DFMT_D24X8:
+ case WINED3DFMT_D24X4S4:
+ case WINED3DFMT_D24S8:
+ case WINED3DFMT_D24FS8:
+ case WINED3DFMT_D32:
+ case WINED3DFMT_D32F_LOCKABLE:
+ return FALSE;
+
+ /*****
+ * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
+ * GL_NV_texture_shader), but advertized to make apps happy.
+ * Enable some because games often fail when they are not available
+ * and are still playable even without bump mapping
+ */
+ case WINED3DFMT_V8U8:
+ if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+ return WINED3D_OK;
+ }
+ TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+ return FALSE;
+
+ case WINED3DFMT_X8L8V8U8:
+ case WINED3DFMT_L6V5U5:
+ WARN_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ case WINED3DFMT_Q8W8V8U8:
+ case WINED3DFMT_V16U16:
+ if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
+ WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
+ return TRUE;
+ }
+ TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+ return FALSE;
+
+ /* Those are not advertized by the nvidia windows driver, and not
+ * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
+ * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
+ * ARGB format if needed
+ */
+ case WINED3DFMT_W11V11U10:
+ case WINED3DFMT_A2W10V10U10:
+ WARN_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ case WINED3DFMT_DXT1:
+ case WINED3DFMT_DXT2:
+ case WINED3DFMT_DXT3:
+ case WINED3DFMT_DXT4:
+ case WINED3DFMT_DXT5:
+ if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+ }
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+
+ /*****
+ * Odd formats - not supported
+ */
+ case WINED3DFMT_VERTEXDATA:
+ case WINED3DFMT_INDEX16:
+ case WINED3DFMT_INDEX32:
+ case WINED3DFMT_Q16W16V16U16:
+ TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+ return FALSE;
+
+ /*****
+ * WINED3DFMT_CxV8U8: Not supported right now
+ */
+ case WINED3DFMT_CxV8U8:
+ TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+ return FALSE;
+
+ /* YUV formats, not supported for now */
+ case WINED3DFMT_UYVY:
+ case WINED3DFMT_YUY2:
+ TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+ return FALSE;
+
+ /* Not supported */
+ case WINED3DFMT_A16B16G16R16:
+ case WINED3DFMT_A8R3G3B2:
+ TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
+ return FALSE;
+
+ /* Floating point formats */
+ case WINED3DFMT_R16F:
+ case WINED3DFMT_A16B16G16R16F:
+ if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+ }
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ case WINED3DFMT_R32F:
+ case WINED3DFMT_A32B32G32R32F:
+ if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+ }
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ case WINED3DFMT_G16R16F:
+ case WINED3DFMT_G32R32F:
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
+ * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
+ * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
+ * We can do instancing with all shader versions, but we need vertex shaders.
+ *
+ * Additionally applications have to set the D3DRS_POINTSIZE render state to
+MAKEFOURCC('I','N','S','T') once
+ * to enable instancing. WineD3D doesn't need that and just ignores it.
+ *
+ * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
+ */
+ case WINEMAKEFOURCC('I','N','S','T'):
+ TRACE("ATI Instancing check hack\n");
+ if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+ }
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ /* Some weird FOURCC formats */
+ case WINED3DFMT_R8G8_B8G8:
+ case WINED3DFMT_G8R8_G8B8:
+ case WINED3DFMT_MULTI2_ARGB8:
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
+
+ case WINED3DFMT_UNKNOWN:
+ return FALSE;
+
+ default:
+ ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
+ break;
+ }
+ return FALSE;
+}
+
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
}
}
- if(RType == WINED3DRTYPE_SURFACE) {
+ if(RType == WINED3DRTYPE_CUBETEXTURE) {
+ /* Cubetexture allows:
+ * - D3DUSAGE_AUTOGENMIPMAP
+ * - D3DUSAGE_DEPTHSTENCIL
+ * - D3DUSAGE_DYNAMIC
+ * - D3DUSAGE_NONSECURE (d3d9ex)
+ * - D3DUSAGE_RENDERTARGET
+ * - D3DUSAGE_SOFTWAREPROCESSING
+ */
+ if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
+ /* Check if the texture format is around */
+ if(CheckTextureCapability(Adapter, CheckFormat)) {
+ /* No usage checks were requested, so return because we know that the format is supported */
+ if(!Usage)
+ return WINED3D_OK;
+ }
+ }
+ } else if(RType == WINED3DRTYPE_SURFACE) {
/* Surface allows:
* - D3DUSAGE_DEPTHSTENCIL
* - D3DUSAGE_NONSECURE (d3d9ex)
* - D3DUSAGE_TEXTAPI (d3d9ex)
*/
- if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
+ /* Check if the texture format is around */
+ if(CheckTextureCapability(Adapter, CheckFormat)) {
+ /* No usage checks were requested, so return because we know that the format is supported */
+ if(!Usage)
+ return WINED3D_OK;
+
+ } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
}
} else if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
- if(!GL_SUPPORT(EXT_TEXTURE3D)) {
- TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
- return WINED3DERR_NOTAVAILABLE;
+ /* Check volume texture and volume usage caps */
+ if(GL_SUPPORT(EXT_TEXTURE3D)) {
+ if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
+ TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
}
+
/* Filter formats that need conversion; For one part, this conversion is unimplemented,
* and volume textures are huge, so it would be a big performance hit. Unless we hit an
* app needing one of those formats, don't advertize them to avoid leading apps into