struct NineUnknownParams *pParams,
struct d3dadapter9_context *pCTX )
{
+ struct pipe_screen *hal = pCTX->hal;
HRESULT hr = NineUnknown_ctor(&This->base, pParams);
if (FAILED(hr)) { return hr; }
nine_dump_D3DADAPTER_IDENTIFIER9(DBG_CHANNEL, &pCTX->identifier);
This->ctx = pCTX;
- if (!This->ctx->hal->get_param(This->ctx->hal, PIPE_CAP_CLIP_HALFZ)) {
+ if (!hal->get_param(hal, PIPE_CAP_CLIP_HALFZ)) {
ERR("Driver doesn't support d3d9 coordinates\n");
return D3DERR_DRIVERINTERNALERROR;
}
!This->ctx->ref->get_param(This->ctx->ref, PIPE_CAP_CLIP_HALFZ)) {
ERR("Warning: Sotware rendering driver doesn't support d3d9 coordinates\n");
}
-
+ /* Old cards had tricks to bypass some restrictions to implement
+ * everything and fit tight the requirements: number of constants,
+ * number of temp registers, special behaviours, etc. Since we don't
+ * have access to all this, we need a bit more than what dx9 required.
+ * For example we have to use more than 32 temp registers to emulate
+ * behaviours, while some dx9 hw don't have more. As for sm2 hardware,
+ * we could support vs2 / ps2 for them but it needs some more care, and
+ * as these are very old, we choose to drop support for them */
+
+ /* checks minimum requirements, most are vs3/ps3 strict requirements */
+ if (!hal->get_param(hal, PIPE_CAP_SM3) ||
+ hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 256 * sizeof(float[4]) ||
+ hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 244 * sizeof(float[4]) ||
+ hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_TEMPS) < 32 ||
+ hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEMPS) < 32 ||
+ hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_INPUTS) < 16 ||
+ hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_INPUTS) < 10) {
+ ERR("Your card is not supported by Gallium Nine. Minimum requirement "
+ "is >= r500, >= nv50, >= i965\n");
+ return D3DERR_DRIVERINTERNALERROR;
+ }
+ /* for r500 */
+ if (hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) < 276 * sizeof(float[4]) || /* we put bool and int constants with float constants */
+ hal->get_shader_param(hal, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_TEMPS) < 40 || /* we use some more temp registers */
+ hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEMPS) < 40 ||
+ hal->get_shader_param(hal, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_INPUTS) < 20) /* we don't pack inputs as much as we could */
+ ERR("Your card is at the limit of Gallium Nine requirements. Some games "
+ "may run into issues because requirements are too tight\n");
return D3D_OK;
}
D3DCAPS9 *pCaps )
{
struct pipe_screen *screen;
- boolean sm3, vs;
HRESULT hr;
DBG("This=%p DeviceType=%s pCaps=%p\n", This,
#define D3DNPIPECAP(pcap, d3dcap) \
(screen->get_param(screen, PIPE_CAP_##pcap) ? 0 : (d3dcap))
- sm3 = screen->get_param(screen, PIPE_CAP_SM3);
- vs = !!(screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_MAX_INSTRUCTIONS));
-
pCaps->DeviceType = DeviceType;
pCaps->AdapterOrdinal = 0;
pCaps->MaxStreamStride = screen->get_param(screen,
PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE);
- pCaps->VertexShaderVersion = sm3 ? D3DVS_VERSION(3,0) : D3DVS_VERSION(2,0);
- if (vs) {
- /* VS 2 as well as 3.0 supports a minimum of 256 consts, no matter how
- * much our architecture moans about it. The problem is that D3D9
- * expects access to 16 int consts (i#), containing 3 components and
- * 16 booleans (b#), containing only 1 component. This should be packed
- * into 20 float vectors (16 for i# and 16/4 for b#), since gallium has
- * removed support for the loop counter/boolean files. */
- pCaps->MaxVertexShaderConst =
- _min((screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE) /
- sizeof(float[4])) - 20,
- NINE_MAX_CONST_F);
- /* Fake the minimum cap for Windows. */
- if (QUIRK(FAKE_CAPS)) {
- pCaps->MaxVertexShaderConst = 256;
- }
- } else {
- pCaps->MaxVertexShaderConst = 0;
- }
+ pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
+
+ /* VS 2 as well as 3.0 supports a minimum of 256 consts.
+ * Wine and d3d9 drivers for dx1x hw advertise 256. Just as them,
+ * advertise 256. Problem is with hw that can only do 256, because
+ * we need take a few slots for boolean and integer constants. For these
+ * we'll have to fail later if they use complex shaders. */
+ pCaps->MaxVertexShaderConst = NINE_MAX_CONST_F;
- pCaps->PixelShaderVersion = sm3 ? D3DPS_VERSION(3,0) : D3DPS_VERSION(2,0);
+ pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
pCaps->PixelShader1xMaxValue = 8.0f; /* XXX: wine */
pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET |
else
pCaps->VertexTextureFilterCaps = 0;
- if (sm3) {
- pCaps->MaxVertexShader30InstructionSlots =
- screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
- pCaps->MaxPixelShader30InstructionSlots =
- screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
- if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
- pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
- if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
- pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
- assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
- assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
- } else {
- pCaps->MaxVertexShader30InstructionSlots = 0;
- pCaps->MaxPixelShader30InstructionSlots = 0;
- }
+ pCaps->MaxVertexShader30InstructionSlots =
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
+ pCaps->MaxPixelShader30InstructionSlots =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
+ if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
+ pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
+ if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
+ pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
+ assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
+ assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
/* 65535 is required, advertise more for GPUs with >= 2048 instruction slots */
pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32);