st/nine: Handle full pSourceRect better
[mesa.git] / src / gallium / frontends / nine / adapter9.c
1 /*
2 * Copyright 2011 Joakim Sindholt <opensource@zhasha.com>
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE. */
22
23 #include "adapter9.h"
24 #include "device9ex.h"
25 #include "nine_helpers.h"
26 #include "nine_defines.h"
27 #include "nine_pipe.h"
28 #include "nine_dump.h"
29 #include "util/u_math.h"
30 #include "util/format/u_format.h"
31 #include "util/u_dump.h"
32
33 #include "pipe/p_screen.h"
34
35 #define DBG_CHANNEL DBG_ADAPTER
36
37 static bool
38 has_sm3(struct pipe_screen *hal)
39 {
40 return hal->get_param(hal, PIPE_CAP_FRAGMENT_SHADER_TEXTURE_LOD) &&
41 hal->get_param(hal, PIPE_CAP_FRAGMENT_SHADER_DERIVATIVES) &&
42 hal->get_param(hal, PIPE_CAP_VERTEX_SHADER_SATURATE);
43 }
44
45 HRESULT
46 NineAdapter9_ctor( struct NineAdapter9 *This,
47 struct NineUnknownParams *pParams,
48 struct d3dadapter9_context *pCTX )
49 {
50 struct pipe_screen *hal = pCTX->hal;
51 HRESULT hr = NineUnknown_ctor(&This->base, pParams);
52 if (FAILED(hr)) { return hr; }
53
54 DBG("This=%p pParams=%p pCTX=%p\n", This, pParams, pCTX);
55 nine_dump_D3DADAPTER_IDENTIFIER9(DBG_CHANNEL, &pCTX->identifier);
56
57 This->ctx = pCTX;
58 if (!hal->get_param(hal, PIPE_CAP_CLIP_HALFZ)) {
59 ERR("Driver doesn't support d3d9 coordinates\n");
60 return D3DERR_DRIVERINTERNALERROR;
61 }
62 if (This->ctx->ref &&
63 !This->ctx->ref->get_param(This->ctx->ref, PIPE_CAP_CLIP_HALFZ)) {
64 ERR("Warning: Sotware rendering driver doesn't support d3d9 coordinates\n");
65 }
66 /* Old cards had tricks to bypass some restrictions to implement
67 * everything and fit tight the requirements: number of constants,
68 * number of temp registers, special behaviours, etc. Since we don't
69 * have access to all this, we need a bit more than what dx9 required.
70 * For example we have to use more than 32 temp registers to emulate
71 * behaviours, while some dx9 hw don't have more. As for sm2 hardware,
72 * we could support vs2 / ps2 for them but it needs some more care, and
73 * as these are very old, we choose to drop support for them */
74
75 /* checks minimum requirements, most are vs3/ps3 strict requirements */
76 if (!has_sm3(hal) ||
77 hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
78 PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 256 * sizeof(float[4]) ||
79 hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
80 PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 244 * sizeof(float[4]) ||
81 hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
82 PIPE_SHADER_CAP_MAX_TEMPS) < 32 ||
83 hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
84 PIPE_SHADER_CAP_MAX_TEMPS) < 32 ||
85 hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
86 PIPE_SHADER_CAP_MAX_INPUTS) < 16 ||
87 hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
88 PIPE_SHADER_CAP_MAX_INPUTS) < 10 ||
89 hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
90 PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS) < 16) {
91 ERR("Your card is not supported by Gallium Nine. Minimum requirement "
92 "is >= r500, >= nv50, >= i965\n");
93 return D3DERR_DRIVERINTERNALERROR;
94 }
95 /* for r500 */
96 if (hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
97 PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 276 * sizeof(float[4]) || /* we put bool and int constants with float constants */
98 hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
99 PIPE_SHADER_CAP_MAX_TEMPS) < 40 || /* we use some more temp registers */
100 hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
101 PIPE_SHADER_CAP_MAX_TEMPS) < 40 ||
102 hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
103 PIPE_SHADER_CAP_MAX_INPUTS) < 20) /* we don't pack inputs as much as we could */
104 ERR("Your card is at the limit of Gallium Nine requirements. Some games "
105 "may run into issues because requirements are too tight\n");
106 return D3D_OK;
107 }
108
109 void
110 NineAdapter9_dtor( struct NineAdapter9 *This )
111 {
112 struct d3dadapter9_context *ctx = This->ctx;
113
114 DBG("This=%p\n", This);
115
116 NineUnknown_dtor(&This->base);
117
118 /* special case, call backend-specific dtor AFTER destroying this object
119 * completely. */
120 if (ctx) {
121 if (ctx->destroy) { ctx->destroy(ctx); }
122 }
123 }
124
125 static HRESULT
126 NineAdapter9_GetScreen( struct NineAdapter9 *This,
127 D3DDEVTYPE DevType,
128 struct pipe_screen **ppScreen )
129 {
130 const char *force_sw = getenv("D3D_ALWAYS_SOFTWARE");
131 switch (DevType) {
132 case D3DDEVTYPE_HAL:
133 if (force_sw && !strcmp(force_sw, "1") && This->ctx->ref) {
134 *ppScreen = This->ctx->ref;
135 break;
136 }
137 *ppScreen = This->ctx->hal;
138 break;
139
140 case D3DDEVTYPE_REF:
141 case D3DDEVTYPE_NULLREF:
142 case D3DDEVTYPE_SW:
143 if (force_sw && !strcmp(force_sw, "0")) {
144 *ppScreen = This->ctx->hal;
145 break;
146 }
147 *ppScreen = This->ctx->ref;
148 break;
149
150 default:
151 user_assert(!"Invalid device type", D3DERR_INVALIDCALL);
152 }
153
154 if (!*ppScreen) { return D3DERR_NOTAVAILABLE; }
155
156 return D3D_OK;
157 }
158
159 HRESULT NINE_WINAPI
160 NineAdapter9_GetAdapterIdentifier( struct NineAdapter9 *This,
161 DWORD Flags,
162 D3DADAPTER_IDENTIFIER9 *pIdentifier )
163 {
164 DBG("This=%p Flags=%x pIdentifier=%p\n", This, Flags, pIdentifier);
165
166 /* regarding flags, MSDN has this to say:
167 * Flags sets the WHQLLevel member of D3DADAPTER_IDENTIFIER9. Flags can be
168 * set to either 0 or D3DENUM_WHQL_LEVEL. If D3DENUM_WHQL_LEVEL is
169 * specified, this call can connect to the Internet to download new
170 * Microsoft Windows Hardware Quality Labs (WHQL) certificates.
171 * so let's just ignore it. */
172 *pIdentifier = This->ctx->identifier;
173 return D3D_OK;
174 }
175
176 static inline boolean
177 backbuffer_format( D3DFORMAT dfmt,
178 D3DFORMAT bfmt,
179 boolean win )
180 {
181 if (dfmt == D3DFMT_A2R10G10B10 && win) { return FALSE; }
182
183 if ((dfmt == D3DFMT_A2R10G10B10 && bfmt == dfmt) ||
184 (dfmt == D3DFMT_X8R8G8B8 && (bfmt == dfmt ||
185 bfmt == D3DFMT_A8R8G8B8)) ||
186 (dfmt == D3DFMT_X1R5G5B5 && (bfmt == dfmt ||
187 bfmt == D3DFMT_A1R5G5B5)) ||
188 (dfmt == D3DFMT_R5G6B5 && bfmt == dfmt)) {
189 return TRUE;
190 }
191
192 return FALSE;
193 }
194
195 HRESULT NINE_WINAPI
196 NineAdapter9_CheckDeviceType( struct NineAdapter9 *This,
197 D3DDEVTYPE DevType,
198 D3DFORMAT AdapterFormat,
199 D3DFORMAT BackBufferFormat,
200 BOOL bWindowed )
201 {
202 struct pipe_screen *screen;
203 enum pipe_format dfmt, bfmt;
204 HRESULT hr;
205
206 DBG("This=%p DevType=%s AdapterFormat=%s BackBufferFormat=%s "
207 "bWindowed=%i\n", This, nine_D3DDEVTYPE_to_str(DevType),
208 d3dformat_to_string(AdapterFormat),
209 d3dformat_to_string(BackBufferFormat), bWindowed);
210
211 user_assert(backbuffer_format(AdapterFormat, BackBufferFormat, bWindowed),
212 D3DERR_NOTAVAILABLE);
213
214 hr = NineAdapter9_GetScreen(This, DevType, &screen);
215 if (FAILED(hr)) { return hr; }
216
217 /* The display format is not handled in Nine. We always present an XRGB8888
218 * buffer (and the display server will eventually do the conversion). We probably
219 * don't need to check for anything for the adapter format support, since if the
220 * display server advertise support, it will likely be able to do the conversion.
221 * We do the approximation that a format is available in the display server if
222 * the format passes with NINE_BIND_BACKBUFFER_FLAGS */
223 dfmt = d3d9_to_pipe_format_checked(screen, AdapterFormat, PIPE_TEXTURE_2D,
224 1,
225 NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
226 bfmt = d3d9_to_pipe_format_checked(screen, BackBufferFormat, PIPE_TEXTURE_2D,
227 1,
228 NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
229 if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
230 DBG("Unsupported Adapter/BackBufferFormat.\n");
231 return D3DERR_NOTAVAILABLE;
232 }
233
234 return D3D_OK;
235 }
236
237 static inline boolean
238 display_format( D3DFORMAT fmt,
239 boolean win )
240 {
241 /* http://msdn.microsoft.com/en-us/library/bb172558(v=VS.85).aspx#BackBuffer_or_Display_Formats */
242 static const D3DFORMAT allowed[] = {
243 D3DFMT_A2R10G10B10,
244 D3DFMT_X8R8G8B8,
245 D3DFMT_X1R5G5B5,
246 D3DFMT_R5G6B5,
247 };
248 unsigned i;
249
250 if (fmt == D3DFMT_A2R10G10B10 && win) { return FALSE; }
251
252 for (i = 0; i < sizeof(allowed)/sizeof(D3DFORMAT); i++) {
253 if (fmt == allowed[i]) { return TRUE; }
254 }
255 return FALSE;
256 }
257
258 static inline boolean
259 adapter_format( D3DFORMAT fmt )
260 {
261 /* Formats that are compatible to display_format (modulo alpha bits) */
262 static const D3DFORMAT allowed[] = {
263 D3DFMT_A2R10G10B10,
264 D3DFMT_X8R8G8B8,
265 D3DFMT_A8R8G8B8,
266 D3DFMT_X1R5G5B5,
267 D3DFMT_A1R5G5B5,
268 D3DFMT_R5G6B5,
269 };
270 unsigned i;
271
272 for (i = 0; i < sizeof(allowed)/sizeof(D3DFORMAT); i++) {
273 if (fmt == allowed[i]) { return TRUE; }
274 }
275 return FALSE;
276 }
277
278 HRESULT NINE_WINAPI
279 NineAdapter9_CheckDeviceFormat( struct NineAdapter9 *This,
280 D3DDEVTYPE DeviceType,
281 D3DFORMAT AdapterFormat,
282 DWORD Usage,
283 D3DRESOURCETYPE RType,
284 D3DFORMAT CheckFormat )
285 {
286 struct pipe_screen *screen;
287 HRESULT hr;
288 enum pipe_format pf;
289 enum pipe_texture_target target;
290 unsigned bind = 0;
291 boolean srgb;
292
293 /* Check adapter format. */
294
295 DBG("This=%p DeviceType=%s AdapterFormat=%s\n", This,
296 nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat));
297 DBG("Usage=%x RType=%u CheckFormat=%s\n", Usage, RType,
298 d3dformat_to_string(CheckFormat));
299
300 /* Wine tests, but suspicious. Needs more tests. */
301 user_assert(adapter_format(AdapterFormat), D3DERR_INVALIDCALL);
302 user_assert(display_format(AdapterFormat, FALSE), D3DERR_NOTAVAILABLE);
303
304 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
305 if (FAILED(hr))
306 return hr;
307 pf = d3d9_to_pipe_format_checked(screen, AdapterFormat, PIPE_TEXTURE_2D, 0,
308 PIPE_BIND_DISPLAY_TARGET |
309 PIPE_BIND_SHARED, FALSE, FALSE);
310 if (pf == PIPE_FORMAT_NONE) {
311 DBG("AdapterFormat %s not available.\n",
312 d3dformat_to_string(AdapterFormat));
313 return D3DERR_NOTAVAILABLE;
314 }
315
316 /* Check actual format. */
317
318 switch (RType) {
319 case D3DRTYPE_SURFACE: target = PIPE_TEXTURE_2D; break;
320 case D3DRTYPE_TEXTURE: target = PIPE_TEXTURE_2D; break;
321 case D3DRTYPE_CUBETEXTURE: target = PIPE_TEXTURE_CUBE; break;
322 case D3DRTYPE_VOLUME: target = PIPE_TEXTURE_3D; break;
323 case D3DRTYPE_VOLUMETEXTURE: target = PIPE_TEXTURE_3D; break;
324 case D3DRTYPE_VERTEXBUFFER: target = PIPE_BUFFER; break;
325 case D3DRTYPE_INDEXBUFFER: target = PIPE_BUFFER; break;
326 default:
327 user_assert(0, D3DERR_INVALIDCALL);
328 }
329
330 bind = 0;
331 if (Usage & D3DUSAGE_RENDERTARGET) bind |= PIPE_BIND_RENDER_TARGET;
332 if (Usage & D3DUSAGE_DEPTHSTENCIL) {
333 if (!depth_stencil_format(CheckFormat))
334 return D3DERR_NOTAVAILABLE;
335 bind |= d3d9_get_pipe_depth_format_bindings(CheckFormat);
336 }
337
338 /* API hack because setting RT[0] to NULL is forbidden */
339 if (CheckFormat == D3DFMT_NULL && bind == PIPE_BIND_RENDER_TARGET &&
340 (RType == D3DRTYPE_SURFACE ||
341 RType == D3DRTYPE_TEXTURE))
342 return D3D_OK;
343
344 /* RESZ hack */
345 if (CheckFormat == D3DFMT_RESZ && bind == PIPE_BIND_RENDER_TARGET &&
346 RType == D3DRTYPE_SURFACE)
347 return screen->get_param(screen, PIPE_CAP_MULTISAMPLE_Z_RESOLVE) ?
348 D3D_OK : D3DERR_NOTAVAILABLE;
349
350 /* ATOC hack */
351 if (CheckFormat == D3DFMT_ATOC && RType == D3DRTYPE_SURFACE)
352 return D3D_OK;
353
354 if ((Usage & D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) &&
355 (Usage & D3DUSAGE_RENDERTARGET))
356 bind |= PIPE_BIND_BLENDABLE;
357
358 if (Usage & D3DUSAGE_DMAP) {
359 DBG("D3DUSAGE_DMAP not available\n");
360 return D3DERR_NOTAVAILABLE; /* TODO: displacement mapping */
361 }
362
363 switch (RType) {
364 case D3DRTYPE_TEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
365 case D3DRTYPE_CUBETEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
366 case D3DRTYPE_VOLUMETEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
367 case D3DRTYPE_VERTEXBUFFER: bind |= PIPE_BIND_VERTEX_BUFFER; break;
368 case D3DRTYPE_INDEXBUFFER: bind |= PIPE_BIND_INDEX_BUFFER; break;
369 case D3DRTYPE_SURFACE:
370 if (!(Usage & D3DUSAGE_DEPTHSTENCIL))
371 bind |= PIPE_BIND_SAMPLER_VIEW; /* StretchRect */
372 /* Offscreen surface support: Usage = 0.
373 * In practice drivers are very restrictive on the formats supported.
374 * Basically a few common formats + YUV and compressed formats. The
375 * reason is that offscreen surface are useful only for directdraw
376 * compatibility (a WONTIMPL of nine) + format conversion (useful in
377 * particular for YUV because the format was not advertised for textures
378 * on NV chips). */
379 if (Usage == 0)
380 bind |= PIPE_BIND_RENDER_TARGET; /* A current requirement of our impl, which we should get rid of. */
381 default:
382 break;
383 }
384
385
386 srgb = (Usage & (D3DUSAGE_QUERY_SRGBREAD | D3DUSAGE_QUERY_SRGBWRITE)) != 0;
387 pf = d3d9_to_pipe_format_checked(screen, CheckFormat, target,
388 0, bind, srgb, FALSE);
389 if (pf == PIPE_FORMAT_NONE) {
390 DBG("NOT AVAILABLE\n");
391 return D3DERR_NOTAVAILABLE;
392 }
393
394 /* we support ATI1 and ATI2 hack only for 2D and Cube textures */
395 if (RType != D3DRTYPE_TEXTURE && RType != D3DRTYPE_CUBETEXTURE &&
396 (CheckFormat == D3DFMT_ATI1 || CheckFormat == D3DFMT_ATI2))
397 return D3DERR_NOTAVAILABLE;
398 /* if (Usage & D3DUSAGE_NONSECURE) { don't know the implications of this } */
399 /* if (Usage & D3DUSAGE_SOFTWAREPROCESSING) { we can always support this } */
400
401 if ((Usage & D3DUSAGE_AUTOGENMIPMAP) && !(bind & PIPE_BIND_SAMPLER_VIEW))
402 return D3DOK_NOAUTOGEN;
403 return D3D_OK;
404 }
405
406 HRESULT NINE_WINAPI
407 NineAdapter9_CheckDeviceMultiSampleType( struct NineAdapter9 *This,
408 D3DDEVTYPE DeviceType,
409 D3DFORMAT SurfaceFormat,
410 BOOL Windowed,
411 D3DMULTISAMPLE_TYPE MultiSampleType,
412 DWORD *pQualityLevels )
413 {
414 struct pipe_screen *screen;
415 HRESULT hr;
416 enum pipe_format pf;
417 unsigned bind;
418
419 DBG("This=%p DeviceType=%s SurfaceFormat=%s Windowed=%i MultiSampleType=%u "
420 "pQualityLevels=%p\n", This, nine_D3DDEVTYPE_to_str(DeviceType),
421 d3dformat_to_string(SurfaceFormat), Windowed, MultiSampleType,
422 pQualityLevels);
423
424 if (pQualityLevels) {
425 /* In error cases return only 1 quality level supported */
426 *pQualityLevels = 1;
427 }
428 user_assert(MultiSampleType <= D3DMULTISAMPLE_16_SAMPLES, D3DERR_INVALIDCALL);
429
430 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
431 if (FAILED(hr))
432 return hr;
433
434 if (depth_stencil_format(SurfaceFormat))
435 bind = d3d9_get_pipe_depth_format_bindings(SurfaceFormat);
436 else /* render-target */
437 bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET;
438
439 pf = d3d9_to_pipe_format_checked(screen, SurfaceFormat, PIPE_TEXTURE_2D,
440 0, PIPE_BIND_SAMPLER_VIEW, FALSE, FALSE);
441
442 if (pf == PIPE_FORMAT_NONE && SurfaceFormat != D3DFMT_NULL) {
443 DBG("%s not available.\n", d3dformat_to_string(SurfaceFormat));
444 return D3DERR_INVALIDCALL;
445 }
446
447 pf = d3d9_to_pipe_format_checked(screen, SurfaceFormat, PIPE_TEXTURE_2D,
448 MultiSampleType, bind, FALSE, FALSE);
449
450 if (pf == PIPE_FORMAT_NONE && SurfaceFormat != D3DFMT_NULL) {
451 DBG("%s with %u samples not available.\n",
452 d3dformat_to_string(SurfaceFormat), MultiSampleType);
453 return D3DERR_NOTAVAILABLE;
454 }
455
456 if (pQualityLevels) {
457 /* NONMASKABLE MultiSampleType might have more than one quality level,
458 * while MASKABLE MultiSampleTypes have only one level.
459 * Advertise quality levels and map each level to a sample count. */
460 (void ) d3dmultisample_type_check(screen, SurfaceFormat,
461 &MultiSampleType, D3DMULTISAMPLE_16_SAMPLES, pQualityLevels);
462 DBG("advertising %u quality levels\n", *pQualityLevels);
463 }
464
465 return D3D_OK;
466 }
467
468 HRESULT NINE_WINAPI
469 NineAdapter9_CheckDepthStencilMatch( struct NineAdapter9 *This,
470 D3DDEVTYPE DeviceType,
471 D3DFORMAT AdapterFormat,
472 D3DFORMAT RenderTargetFormat,
473 D3DFORMAT DepthStencilFormat )
474 {
475 struct pipe_screen *screen;
476 enum pipe_format dfmt, bfmt, zsfmt;
477 HRESULT hr;
478
479 DBG("This=%p DeviceType=%s AdapterFormat=%s "
480 "RenderTargetFormat=%s DepthStencilFormat=%s\n", This,
481 nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat),
482 d3dformat_to_string(RenderTargetFormat),
483 d3dformat_to_string(DepthStencilFormat));
484
485 /* TODO: does it check AdapterFormat at all ?
486 * It seems to need to pass at least for A8R8G8B8:
487 * https://github.com/iXit/Mesa-3D/issues/317 */
488 user_assert(adapter_format(AdapterFormat), D3DERR_NOTAVAILABLE);
489 user_assert(depth_stencil_format(DepthStencilFormat), D3DERR_NOTAVAILABLE);
490
491 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
492 if (FAILED(hr)) { return hr; }
493
494 dfmt = d3d9_to_pipe_format_checked(screen, AdapterFormat, PIPE_TEXTURE_2D, 0,
495 NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
496 bfmt = d3d9_to_pipe_format_checked(screen, RenderTargetFormat,
497 PIPE_TEXTURE_2D, 0,
498 NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
499 if (RenderTargetFormat == D3DFMT_NULL)
500 bfmt = dfmt;
501 zsfmt = d3d9_to_pipe_format_checked(screen, DepthStencilFormat,
502 PIPE_TEXTURE_2D, 0,
503 d3d9_get_pipe_depth_format_bindings(DepthStencilFormat),
504 FALSE, FALSE);
505 if (dfmt == PIPE_FORMAT_NONE ||
506 bfmt == PIPE_FORMAT_NONE ||
507 zsfmt == PIPE_FORMAT_NONE) {
508 return D3DERR_NOTAVAILABLE;
509 }
510
511 return D3D_OK;
512 }
513
514 HRESULT NINE_WINAPI
515 NineAdapter9_CheckDeviceFormatConversion( struct NineAdapter9 *This,
516 D3DDEVTYPE DeviceType,
517 D3DFORMAT SourceFormat,
518 D3DFORMAT TargetFormat )
519 {
520 /* MSDN says this tests whether a certain backbuffer format can be used in
521 * conjunction with a certain front buffer format. It's a little confusing
522 * but some one wiser might be able to figure this one out. XXX */
523 struct pipe_screen *screen;
524 enum pipe_format dfmt, bfmt;
525 HRESULT hr;
526
527 DBG("This=%p DeviceType=%s SourceFormat=%s TargetFormat=%s\n", This,
528 nine_D3DDEVTYPE_to_str(DeviceType),
529 d3dformat_to_string(SourceFormat), d3dformat_to_string(TargetFormat));
530
531 user_assert(backbuffer_format(TargetFormat, SourceFormat, FALSE),
532 D3DERR_NOTAVAILABLE);
533
534 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
535 if (FAILED(hr)) { return hr; }
536
537 dfmt = d3d9_to_pipe_format_checked(screen, TargetFormat, PIPE_TEXTURE_2D, 1,
538 NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
539 bfmt = d3d9_to_pipe_format_checked(screen, SourceFormat, PIPE_TEXTURE_2D, 1,
540 NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
541
542 if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
543 DBG("%s to %s not supported.\n",
544 d3dformat_to_string(SourceFormat),
545 d3dformat_to_string(TargetFormat));
546 return D3DERR_NOTAVAILABLE;
547 }
548
549 return D3D_OK;
550 }
551
552 HRESULT NINE_WINAPI
553 NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This,
554 D3DDEVTYPE DeviceType,
555 D3DCAPS9 *pCaps )
556 {
557 struct pipe_screen *screen;
558 HRESULT hr;
559
560 DBG("This=%p DeviceType=%s pCaps=%p\n", This,
561 nine_D3DDEVTYPE_to_str(DeviceType), pCaps);
562
563 user_assert(pCaps, D3DERR_INVALIDCALL);
564
565 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
566 if (FAILED(hr)) {
567 DBG("Failed to get pipe_screen.\n");
568 return hr;
569 }
570
571 #define D3DPIPECAP(pcap, d3dcap) \
572 (screen->get_param(screen, PIPE_CAP_##pcap) ? (d3dcap) : 0)
573
574 #define D3DNPIPECAP(pcap, d3dcap) \
575 (screen->get_param(screen, PIPE_CAP_##pcap) ? 0 : (d3dcap))
576
577 pCaps->DeviceType = DeviceType;
578
579 pCaps->AdapterOrdinal = 0;
580
581 pCaps->Caps = D3DCAPS_READ_SCANLINE;
582
583 pCaps->Caps2 = /* D3DCAPS2_CANMANAGERESOURCE | */
584 /* D3DCAPS2_CANSHARERESOURCE | */
585 /* D3DCAPS2_CANCALIBRATEGAMMA | */
586 D3DCAPS2_DYNAMICTEXTURES |
587 D3DCAPS2_FULLSCREENGAMMA |
588 D3DCAPS2_CANAUTOGENMIPMAP;
589
590 /* Note: D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD just means the
591 * backbuffer can be ARGB (instead of only XRGB) when we are fullscreen
592 * and in discard mode. */
593 pCaps->Caps3 = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
594 D3DCAPS3_COPY_TO_VIDMEM |
595 D3DCAPS3_COPY_TO_SYSTEMMEM |
596 D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION;
597
598 pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_DEFAULT |
599 D3DPRESENT_INTERVAL_ONE |
600 D3DPRESENT_INTERVAL_TWO |
601 D3DPRESENT_INTERVAL_THREE |
602 D3DPRESENT_INTERVAL_FOUR |
603 D3DPRESENT_INTERVAL_IMMEDIATE;
604 pCaps->CursorCaps = D3DCURSORCAPS_COLOR /* | D3DCURSORCAPS_LOWRES*/;
605
606 pCaps->DevCaps = D3DDEVCAPS_CANBLTSYSTONONLOCAL |
607 D3DDEVCAPS_CANRENDERAFTERFLIP |
608 D3DDEVCAPS_DRAWPRIMITIVES2 |
609 D3DDEVCAPS_DRAWPRIMITIVES2EX |
610 D3DDEVCAPS_DRAWPRIMTLVERTEX |
611 D3DDEVCAPS_EXECUTESYSTEMMEMORY |
612 D3DDEVCAPS_EXECUTEVIDEOMEMORY |
613 D3DDEVCAPS_HWRASTERIZATION |
614 D3DDEVCAPS_HWTRANSFORMANDLIGHT |
615 /*D3DDEVCAPS_NPATCHES |*/
616 D3DDEVCAPS_PUREDEVICE |
617 /*D3DDEVCAPS_QUINTICRTPATCHES |*/
618 /*D3DDEVCAPS_RTPATCHES |*/
619 /*D3DDEVCAPS_RTPATCHHANDLEZERO |*/
620 /*D3DDEVCAPS_SEPARATETEXTUREMEMORIES |*/
621 D3DDEVCAPS_TEXTURENONLOCALVIDMEM |
622 /* D3DDEVCAPS_TEXTURESYSTEMMEMORY |*/
623 D3DDEVCAPS_TEXTUREVIDEOMEMORY |
624 D3DDEVCAPS_TLVERTEXSYSTEMMEMORY |
625 D3DDEVCAPS_TLVERTEXVIDEOMEMORY;
626
627 pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_MASKZ |
628 D3DPMISCCAPS_CULLNONE | /* XXX */
629 D3DPMISCCAPS_CULLCW |
630 D3DPMISCCAPS_CULLCCW |
631 D3DPMISCCAPS_COLORWRITEENABLE |
632 D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
633 /*D3DPMISCCAPS_CLIPTLVERTS |*/
634 D3DPMISCCAPS_TSSARGTEMP |
635 D3DPMISCCAPS_BLENDOP |
636 D3DPIPECAP(INDEP_BLEND_ENABLE, D3DPMISCCAPS_INDEPENDENTWRITEMASKS) |
637 D3DPMISCCAPS_PERSTAGECONSTANT |
638 /*D3DPMISCCAPS_POSTBLENDSRGBCONVERT |*/ /* TODO: advertise if Ex and dx10 able card */
639 D3DPMISCCAPS_FOGANDSPECULARALPHA | /* Note: documentation of the flag is wrong */
640 D3DPIPECAP(BLEND_EQUATION_SEPARATE, D3DPMISCCAPS_SEPARATEALPHABLEND) |
641 D3DPIPECAP(MIXED_COLORBUFFER_FORMATS, D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) |
642 D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING |
643 D3DPMISCCAPS_FOGVERTEXCLAMPED;
644 if (!screen->get_param(screen, PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION))
645 pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_CLIPTLVERTS;
646
647 pCaps->RasterCaps =
648 D3DPIPECAP(ANISOTROPIC_FILTER, D3DPRASTERCAPS_ANISOTROPY) |
649 D3DPRASTERCAPS_COLORPERSPECTIVE |
650 D3DPRASTERCAPS_DITHER |
651 D3DPRASTERCAPS_DEPTHBIAS |
652 D3DPRASTERCAPS_FOGRANGE |
653 D3DPRASTERCAPS_FOGTABLE |
654 D3DPRASTERCAPS_FOGVERTEX |
655 D3DPRASTERCAPS_MIPMAPLODBIAS |
656 D3DPRASTERCAPS_MULTISAMPLE_TOGGLE |
657 D3DPRASTERCAPS_SCISSORTEST |
658 D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
659 /*D3DPRASTERCAPS_WBUFFER |*/
660 D3DPRASTERCAPS_WFOG |
661 /*D3DPRASTERCAPS_ZBUFFERLESSHSR |*/
662 D3DPRASTERCAPS_ZFOG |
663 D3DPRASTERCAPS_ZTEST;
664
665 pCaps->ZCmpCaps = D3DPCMPCAPS_NEVER |
666 D3DPCMPCAPS_LESS |
667 D3DPCMPCAPS_EQUAL |
668 D3DPCMPCAPS_LESSEQUAL |
669 D3DPCMPCAPS_GREATER |
670 D3DPCMPCAPS_NOTEQUAL |
671 D3DPCMPCAPS_GREATEREQUAL |
672 D3DPCMPCAPS_ALWAYS;
673
674 pCaps->SrcBlendCaps = D3DPBLENDCAPS_ZERO |
675 D3DPBLENDCAPS_ONE |
676 D3DPBLENDCAPS_SRCCOLOR |
677 D3DPBLENDCAPS_INVSRCCOLOR |
678 D3DPBLENDCAPS_SRCALPHA |
679 D3DPBLENDCAPS_INVSRCALPHA |
680 D3DPBLENDCAPS_DESTALPHA |
681 D3DPBLENDCAPS_INVDESTALPHA |
682 D3DPBLENDCAPS_DESTCOLOR |
683 D3DPBLENDCAPS_INVDESTCOLOR |
684 D3DPBLENDCAPS_SRCALPHASAT |
685 D3DPBLENDCAPS_BOTHSRCALPHA |
686 D3DPBLENDCAPS_BOTHINVSRCALPHA |
687 D3DPBLENDCAPS_BLENDFACTOR |
688 D3DPIPECAP(MAX_DUAL_SOURCE_RENDER_TARGETS,
689 D3DPBLENDCAPS_INVSRCCOLOR2 |
690 D3DPBLENDCAPS_SRCCOLOR2);
691
692 pCaps->DestBlendCaps = pCaps->SrcBlendCaps;
693
694 pCaps->AlphaCmpCaps = D3DPCMPCAPS_NEVER |
695 D3DPCMPCAPS_LESS |
696 D3DPCMPCAPS_EQUAL |
697 D3DPCMPCAPS_LESSEQUAL |
698 D3DPCMPCAPS_GREATER |
699 D3DPCMPCAPS_NOTEQUAL |
700 D3DPCMPCAPS_GREATEREQUAL |
701 D3DPCMPCAPS_ALWAYS;
702
703 /* FLAT caps not legal for D3D9. */
704 pCaps->ShadeCaps = D3DPSHADECAPS_COLORGOURAUDRGB |
705 D3DPSHADECAPS_SPECULARGOURAUDRGB |
706 D3DPSHADECAPS_ALPHAGOURAUDBLEND |
707 D3DPSHADECAPS_FOGGOURAUD;
708
709 pCaps->TextureCaps =
710 D3DPTEXTURECAPS_ALPHA |
711 D3DPTEXTURECAPS_ALPHAPALETTE |
712 D3DPTEXTURECAPS_PERSPECTIVE |
713 D3DPTEXTURECAPS_PROJECTED |
714 D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE |
715 D3DPTEXTURECAPS_CUBEMAP |
716 D3DPTEXTURECAPS_VOLUMEMAP |
717 D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_POW2) |
718 D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_NONPOW2CONDITIONAL) |
719 D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_CUBEMAP_POW2) |
720 D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_VOLUMEMAP_POW2) |
721 D3DPIPECAP(MAX_TEXTURE_2D_SIZE, D3DPTEXTURECAPS_MIPMAP) |
722 D3DPIPECAP(MAX_TEXTURE_3D_LEVELS, D3DPTEXTURECAPS_MIPVOLUMEMAP) |
723 D3DPIPECAP(MAX_TEXTURE_CUBE_LEVELS, D3DPTEXTURECAPS_MIPCUBEMAP);
724
725 pCaps->TextureFilterCaps =
726 D3DPTFILTERCAPS_MINFPOINT |
727 D3DPTFILTERCAPS_MINFLINEAR |
728 D3DPIPECAP(ANISOTROPIC_FILTER, D3DPTFILTERCAPS_MINFANISOTROPIC) |
729 /*D3DPTFILTERCAPS_MINFPYRAMIDALQUAD |*/
730 /*D3DPTFILTERCAPS_MINFGAUSSIANQUAD |*/
731 D3DPTFILTERCAPS_MIPFPOINT |
732 D3DPTFILTERCAPS_MIPFLINEAR |
733 D3DPTFILTERCAPS_MAGFPOINT |
734 D3DPTFILTERCAPS_MAGFLINEAR |
735 D3DPIPECAP(ANISOTROPIC_FILTER, D3DPTFILTERCAPS_MAGFANISOTROPIC) |
736 /*D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD |*/
737 /*D3DPTFILTERCAPS_MAGFGAUSSIANQUAD*/0;
738
739 pCaps->CubeTextureFilterCaps = pCaps->TextureFilterCaps;
740 pCaps->VolumeTextureFilterCaps = pCaps->TextureFilterCaps;
741
742 pCaps->TextureAddressCaps =
743 D3DPTADDRESSCAPS_BORDER |
744 D3DPTADDRESSCAPS_INDEPENDENTUV |
745 D3DPTADDRESSCAPS_WRAP |
746 D3DPTADDRESSCAPS_MIRROR |
747 D3DPTADDRESSCAPS_CLAMP |
748 D3DPIPECAP(TEXTURE_MIRROR_CLAMP, D3DPTADDRESSCAPS_MIRRORONCE);
749
750 pCaps->VolumeTextureAddressCaps = pCaps->TextureAddressCaps;
751
752 pCaps->LineCaps =
753 D3DLINECAPS_ALPHACMP |
754 D3DLINECAPS_BLEND |
755 D3DLINECAPS_TEXTURE |
756 D3DLINECAPS_ZTEST |
757 D3DLINECAPS_FOG;
758 if (screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH_AA) > 0.0) {
759 pCaps->LineCaps |= D3DLINECAPS_ANTIALIAS;
760 }
761
762 pCaps->MaxTextureWidth =screen->get_param(screen,
763 PIPE_CAP_MAX_TEXTURE_2D_SIZE);
764 pCaps->MaxTextureHeight = pCaps->MaxTextureWidth;
765 pCaps->MaxVolumeExtent =
766 1 << (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS) - 1);
767 /* XXX values from wine */
768 pCaps->MaxTextureRepeat = 32768;
769 pCaps->MaxTextureAspectRatio = pCaps->MaxTextureWidth;
770
771 pCaps->MaxAnisotropy =
772 (DWORD)screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY);
773
774 /* Values for GeForce 9600 GT */
775 pCaps->MaxVertexW = 1e10f;
776 pCaps->GuardBandLeft = -1e9f;
777 pCaps->GuardBandTop = -1e9f;
778 pCaps->GuardBandRight = 1e9f;
779 pCaps->GuardBandBottom = 1e9f;
780 pCaps->ExtentsAdjust = 0.0f;
781
782 pCaps->StencilCaps =
783 D3DSTENCILCAPS_KEEP |
784 D3DSTENCILCAPS_ZERO |
785 D3DSTENCILCAPS_REPLACE |
786 D3DSTENCILCAPS_INCRSAT |
787 D3DSTENCILCAPS_DECRSAT |
788 D3DSTENCILCAPS_INVERT |
789 D3DSTENCILCAPS_INCR |
790 D3DSTENCILCAPS_DECR |
791 D3DSTENCILCAPS_TWOSIDED;
792
793 pCaps->FVFCaps =
794 8 | /* 8 textures max */
795 /*D3DFVFCAPS_DONOTSTRIPELEMENTS |*/
796 D3DFVFCAPS_PSIZE;
797
798 pCaps->TextureOpCaps = D3DTEXOPCAPS_DISABLE |
799 D3DTEXOPCAPS_SELECTARG1 |
800 D3DTEXOPCAPS_SELECTARG2 |
801 D3DTEXOPCAPS_MODULATE |
802 D3DTEXOPCAPS_MODULATE2X |
803 D3DTEXOPCAPS_MODULATE4X |
804 D3DTEXOPCAPS_ADD |
805 D3DTEXOPCAPS_ADDSIGNED |
806 D3DTEXOPCAPS_ADDSIGNED2X |
807 D3DTEXOPCAPS_SUBTRACT |
808 D3DTEXOPCAPS_ADDSMOOTH |
809 D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
810 D3DTEXOPCAPS_BLENDTEXTUREALPHA |
811 D3DTEXOPCAPS_BLENDFACTORALPHA |
812 D3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
813 D3DTEXOPCAPS_BLENDCURRENTALPHA |
814 D3DTEXOPCAPS_PREMODULATE |
815 D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
816 D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
817 D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
818 D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
819 D3DTEXOPCAPS_BUMPENVMAP |
820 D3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
821 D3DTEXOPCAPS_DOTPRODUCT3 |
822 D3DTEXOPCAPS_MULTIPLYADD |
823 D3DTEXOPCAPS_LERP;
824
825 pCaps->MaxTextureBlendStages = 8; /* XXX wine */
826 (DWORD)screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE);
827 pCaps->MaxSimultaneousTextures = 8;
828
829 pCaps->VertexProcessingCaps = D3DVTXPCAPS_TEXGEN |
830 D3DVTXPCAPS_TEXGEN_SPHEREMAP |
831 D3DVTXPCAPS_MATERIALSOURCE7 |
832 D3DVTXPCAPS_DIRECTIONALLIGHTS |
833 D3DVTXPCAPS_POSITIONALLIGHTS |
834 D3DVTXPCAPS_LOCALVIEWER |
835 D3DVTXPCAPS_TWEENING |
836 /*D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER*/0;
837
838 pCaps->MaxActiveLights = NINE_MAX_LIGHTS_ACTIVE; /* like GL_LIGHTi */
839 pCaps->MaxUserClipPlanes = PIPE_MAX_CLIP_PLANES;
840 pCaps->MaxVertexBlendMatrices = 4; /* 1 vec4 BLENDWEIGHT/INDICES input */
841 pCaps->MaxVertexBlendMatrixIndex = 8; /* D3DTS_WORLDMATRIX(0..8) */
842
843 pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH);
844
845 pCaps->MaxPrimitiveCount = 0x555555; /* <- wine, really 0xFFFFFFFF; */
846 pCaps->MaxVertexIndex = 0xFFFFFF; /* <- wine, really 0xFFFFFFFF */
847 pCaps->MaxStreams =
848 _min(screen->get_shader_param(screen,
849 PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_MAX_INPUTS),
850 16);
851
852 pCaps->MaxStreamStride = screen->get_param(screen,
853 PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE);
854
855 pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
856
857 /* VS 2 as well as 3.0 supports a minimum of 256 consts.
858 * Wine and d3d9 drivers for dx1x hw advertise 256. Just as them,
859 * advertise 256. Problem is with hw that can only do 256, because
860 * we need take a few slots for boolean and integer constants. For these
861 * we'll have to fail later if they use complex shaders. */
862 pCaps->MaxVertexShaderConst = NINE_MAX_CONST_F;
863
864 pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
865 /* Value for GeForce 9600 GT */
866 pCaps->PixelShader1xMaxValue = 65504.f;
867
868 pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET |
869 D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET |
870 D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES |
871 /*D3DDEVCAPS2_DMAPNPATCH |*/
872 /*D3DDEVCAPS2_ADAPTIVETESSRTPATCH |*/
873 /*D3DDEVCAPS2_ADAPTIVETESSNPATCH |*/
874 /*D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH*/0;
875
876 pCaps->MasterAdapterOrdinal = 0;
877 pCaps->AdapterOrdinalInGroup = 0;
878 pCaps->NumberOfAdaptersInGroup = 1;
879
880 /* Undocumented ? */
881 pCaps->MaxNpatchTessellationLevel = 0.0f;
882 pCaps->Reserved5 = 0;
883
884 /* XXX: use is_format_supported */
885 pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
886 D3DDTCAPS_UBYTE4N |
887 D3DDTCAPS_SHORT2N |
888 D3DDTCAPS_SHORT4N |
889 D3DDTCAPS_USHORT2N |
890 D3DDTCAPS_USHORT4N |
891 D3DDTCAPS_UDEC3 |
892 D3DDTCAPS_DEC3N |
893 D3DDTCAPS_FLOAT16_2 |
894 D3DDTCAPS_FLOAT16_4;
895
896 pCaps->NumSimultaneousRTs =
897 screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS);
898 if (pCaps->NumSimultaneousRTs > NINE_MAX_SIMULTANEOUS_RENDERTARGETS)
899 pCaps->NumSimultaneousRTs = NINE_MAX_SIMULTANEOUS_RENDERTARGETS;
900
901 pCaps->StretchRectFilterCaps = D3DPTFILTERCAPS_MINFPOINT |
902 D3DPTFILTERCAPS_MINFLINEAR |
903 D3DPTFILTERCAPS_MAGFPOINT |
904 D3DPTFILTERCAPS_MAGFLINEAR;
905
906
907 pCaps->VS20Caps.Caps = D3DVS20CAPS_PREDICATION;
908 pCaps->VS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
909 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
910 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
911 pCaps->VS20Caps.NumTemps =
912 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
913 PIPE_SHADER_CAP_MAX_TEMPS);
914 pCaps->VS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
915 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
916 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
917
918 /* also check for values < 0, because get_shader_param may return unsigned */
919 if (pCaps->VS20Caps.DynamicFlowControlDepth > D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
920 || pCaps->VS20Caps.DynamicFlowControlDepth < 0)
921 pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
922 if (pCaps->VS20Caps.StaticFlowControlDepth > D3DVS20_MAX_STATICFLOWCONTROLDEPTH
923 || pCaps->VS20Caps.StaticFlowControlDepth < 0)
924 pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH;
925 if (pCaps->VS20Caps.NumTemps > D3DVS20_MAX_NUMTEMPS)
926 pCaps->VS20Caps.NumTemps = D3DVS20_MAX_NUMTEMPS;
927 assert(pCaps->VS20Caps.DynamicFlowControlDepth >= D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH);
928 assert(pCaps->VS20Caps.StaticFlowControlDepth >= D3DVS20_MIN_STATICFLOWCONTROLDEPTH);
929 assert(pCaps->VS20Caps.NumTemps >= D3DVS20_MIN_NUMTEMPS);
930
931
932 pCaps->PS20Caps.Caps = D3DPS20CAPS_ARBITRARYSWIZZLE |
933 D3DPS20CAPS_GRADIENTINSTRUCTIONS |
934 D3DPS20CAPS_PREDICATION;
935 if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
936 PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS) ==
937 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
938 PIPE_SHADER_CAP_MAX_INSTRUCTIONS))
939 pCaps->PS20Caps.Caps |= D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
940 if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
941 PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS) ==
942 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
943 PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS))
944 pCaps->PS20Caps.Caps |= D3DPS20CAPS_NODEPENDENTREADLIMIT;
945 pCaps->PS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
946 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
947 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
948 pCaps->PS20Caps.NumTemps =
949 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
950 PIPE_SHADER_CAP_MAX_TEMPS);
951 pCaps->PS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
952 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
953 PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
954 pCaps->PS20Caps.NumInstructionSlots =
955 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
956 PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
957
958 if (pCaps->PS20Caps.DynamicFlowControlDepth > D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
959 || pCaps->PS20Caps.DynamicFlowControlDepth < 0)
960 pCaps->PS20Caps.DynamicFlowControlDepth = D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
961 if (pCaps->PS20Caps.StaticFlowControlDepth > D3DPS20_MAX_STATICFLOWCONTROLDEPTH
962 || pCaps->PS20Caps.StaticFlowControlDepth < 0)
963 pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MAX_STATICFLOWCONTROLDEPTH;
964 if (pCaps->PS20Caps.NumTemps > D3DPS20_MAX_NUMTEMPS)
965 pCaps->PS20Caps.NumTemps = D3DPS20_MAX_NUMTEMPS;
966 if (pCaps->PS20Caps.NumInstructionSlots > D3DPS20_MAX_NUMINSTRUCTIONSLOTS)
967 pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MAX_NUMINSTRUCTIONSLOTS;
968 assert(pCaps->PS20Caps.DynamicFlowControlDepth >= D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH);
969 assert(pCaps->PS20Caps.StaticFlowControlDepth >= D3DPS20_MIN_STATICFLOWCONTROLDEPTH);
970 assert(pCaps->PS20Caps.NumTemps >= D3DPS20_MIN_NUMTEMPS);
971 assert(pCaps->PS20Caps.NumInstructionSlots >= D3DPS20_MIN_NUMINSTRUCTIONSLOTS);
972
973
974 if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
975 PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS))
976 pCaps->VertexTextureFilterCaps = pCaps->TextureFilterCaps &
977 ~(D3DPTFILTERCAPS_MIPFPOINT |
978 D3DPTFILTERCAPS_MIPFPOINT); /* XXX */
979 else
980 pCaps->VertexTextureFilterCaps = 0;
981
982 pCaps->MaxVertexShader30InstructionSlots =
983 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
984 PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
985 pCaps->MaxPixelShader30InstructionSlots =
986 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
987 PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
988 if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
989 pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
990 if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
991 pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
992 assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
993 assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
994
995 /* 65535 is required, advertise more for GPUs with >= 2048 instruction slots */
996 pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32);
997 pCaps->MaxPShaderInstructionsExecuted = MAX2(65535, pCaps->MaxPixelShader30InstructionSlots * 32);
998
999 if (debug_get_bool_option("NINE_DUMP_CAPS", FALSE))
1000 nine_dump_D3DCAPS9(DBG_CHANNEL, pCaps);
1001
1002 return D3D_OK;
1003 }
1004
1005 HRESULT NINE_WINAPI
1006 NineAdapter9_CreateDevice( struct NineAdapter9 *This,
1007 UINT RealAdapter,
1008 D3DDEVTYPE DeviceType,
1009 HWND hFocusWindow,
1010 DWORD BehaviorFlags,
1011 D3DPRESENT_PARAMETERS *pPresentationParameters,
1012 IDirect3D9 *pD3D9,
1013 ID3DPresentGroup *pPresentationGroup,
1014 IDirect3DDevice9 **ppReturnedDeviceInterface )
1015 {
1016 struct pipe_screen *screen;
1017 D3DDEVICE_CREATION_PARAMETERS params;
1018 D3DCAPS9 caps;
1019 int major, minor;
1020 HRESULT hr;
1021
1022 DBG("This=%p RealAdapter=%u DeviceType=%s hFocusWindow=%p "
1023 "BehaviourFlags=%x " "pD3D9=%p pPresentationGroup=%p "
1024 "ppReturnedDeviceInterface=%p\n", This,
1025 RealAdapter, nine_D3DDEVTYPE_to_str(DeviceType), hFocusWindow,
1026 BehaviorFlags, pD3D9, pPresentationGroup, ppReturnedDeviceInterface);
1027
1028 ID3DPresentGroup_GetVersion(pPresentationGroup, &major, &minor);
1029 if (major != 1) {
1030 ERR("Doesn't support the ID3DPresentGroup version %d %d. Expected 1\n",
1031 major, minor);
1032 return D3DERR_NOTAVAILABLE;
1033 }
1034
1035 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
1036 if (FAILED(hr)) {
1037 DBG("Failed to get pipe_screen.\n");
1038 return hr;
1039 }
1040
1041 hr = NineAdapter9_GetDeviceCaps(This, DeviceType, &caps);
1042 if (FAILED(hr)) {
1043 DBG("Failed to get device caps.\n");
1044 return hr;
1045 }
1046
1047 params.AdapterOrdinal = RealAdapter;
1048 params.DeviceType = DeviceType;
1049 params.hFocusWindow = hFocusWindow;
1050 params.BehaviorFlags = BehaviorFlags;
1051
1052 hr = NineDevice9_new(screen, &params, &caps, pPresentationParameters,
1053 pD3D9, pPresentationGroup, This->ctx, FALSE, NULL,
1054 (struct NineDevice9 **)ppReturnedDeviceInterface,
1055 minor);
1056 if (FAILED(hr)) {
1057 DBG("Failed to create device.\n");
1058 return hr;
1059 }
1060 DBG("NineDevice9 created successfully.\n");
1061
1062 return D3D_OK;
1063 }
1064
1065 HRESULT NINE_WINAPI
1066 NineAdapter9_CreateDeviceEx( struct NineAdapter9 *This,
1067 UINT RealAdapter,
1068 D3DDEVTYPE DeviceType,
1069 HWND hFocusWindow,
1070 DWORD BehaviorFlags,
1071 D3DPRESENT_PARAMETERS *pPresentationParameters,
1072 D3DDISPLAYMODEEX *pFullscreenDisplayMode,
1073 IDirect3D9Ex *pD3D9Ex,
1074 ID3DPresentGroup *pPresentationGroup,
1075 IDirect3DDevice9Ex **ppReturnedDeviceInterface )
1076 {
1077 struct pipe_screen *screen;
1078 D3DDEVICE_CREATION_PARAMETERS params;
1079 D3DCAPS9 caps;
1080 int major, minor;
1081 HRESULT hr;
1082
1083 DBG("This=%p RealAdapter=%u DeviceType=%s hFocusWindow=%p "
1084 "BehaviourFlags=%x " "pD3D9Ex=%p pPresentationGroup=%p "
1085 "ppReturnedDeviceInterface=%p\n", This,
1086 RealAdapter, nine_D3DDEVTYPE_to_str(DeviceType), hFocusWindow,
1087 BehaviorFlags, pD3D9Ex, pPresentationGroup, ppReturnedDeviceInterface);
1088
1089 ID3DPresentGroup_GetVersion(pPresentationGroup, &major, &minor);
1090 if (major != 1) {
1091 ERR("Doesn't support the ID3DPresentGroup version %d %d. Expected 1\n",
1092 major, minor);
1093 return D3DERR_NOTAVAILABLE;
1094 }
1095
1096 hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
1097 if (FAILED(hr)) {
1098 DBG("Failed to get pipe_screen.\n");
1099 return hr;
1100 }
1101
1102 hr = NineAdapter9_GetDeviceCaps(This, DeviceType, &caps);
1103 if (FAILED(hr)) {
1104 DBG("Failed to get device caps.\n");
1105 return hr;
1106 }
1107
1108 params.AdapterOrdinal = RealAdapter;
1109 params.DeviceType = DeviceType;
1110 params.hFocusWindow = hFocusWindow;
1111 params.BehaviorFlags = BehaviorFlags;
1112
1113 hr = NineDevice9Ex_new(screen, &params, &caps, pPresentationParameters,
1114 pFullscreenDisplayMode,
1115 pD3D9Ex, pPresentationGroup, This->ctx,
1116 (struct NineDevice9Ex **)ppReturnedDeviceInterface,
1117 minor);
1118 if (FAILED(hr)) {
1119 DBG("Failed to create device.\n");
1120 return hr;
1121 }
1122 DBG("NineDevice9Ex created successfully.\n");
1123
1124 return D3D_OK;
1125 }
1126
1127 ID3DAdapter9Vtbl NineAdapter9_vtable = {
1128 (void *)NineUnknown_QueryInterface,
1129 (void *)NineUnknown_AddRef,
1130 (void *)NineUnknown_Release,
1131 (void *)NineAdapter9_GetAdapterIdentifier,
1132 (void *)NineAdapter9_CheckDeviceType,
1133 (void *)NineAdapter9_CheckDeviceFormat,
1134 (void *)NineAdapter9_CheckDeviceMultiSampleType,
1135 (void *)NineAdapter9_CheckDepthStencilMatch,
1136 (void *)NineAdapter9_CheckDeviceFormatConversion,
1137 (void *)NineAdapter9_GetDeviceCaps,
1138 (void *)NineAdapter9_CreateDevice,
1139 (void *)NineAdapter9_CreateDeviceEx
1140 };
1141
1142 static const GUID *NineAdapter9_IIDs[] = {
1143 &IID_ID3D9Adapter,
1144 &IID_IUnknown,
1145 NULL
1146 };
1147
1148 HRESULT
1149 NineAdapter9_new( struct d3dadapter9_context *pCTX,
1150 struct NineAdapter9 **ppOut )
1151 {
1152 NINE_NEW(Adapter9, ppOut, FALSE, /* args */ pCTX);
1153 }