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-rw-r--r--src/gallium/state_trackers/nine/adapter9.c1091
1 files changed, 1091 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/nine/adapter9.c b/src/gallium/state_trackers/nine/adapter9.c
new file mode 100644
index 00000000000..8d574deeca3
--- /dev/null
+++ b/src/gallium/state_trackers/nine/adapter9.c
@@ -0,0 +1,1091 @@
+/*
+ * Copyright 2011 Joakim Sindholt <[email protected]>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, and/or sell copies of the Software, and to permit persons to whom
+ * the Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+ * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+ * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+ * USE OR OTHER DEALINGS IN THE SOFTWARE. */
+
+#include "adapter9.h"
+#include "device9ex.h"
+#include "nine_helpers.h"
+#include "nine_defines.h"
+#include "nine_pipe.h"
+#include "nine_dump.h"
+#include "util/u_math.h"
+#include "util/u_format.h"
+#include "util/u_dump.h"
+
+#include "pipe/p_screen.h"
+
+#define DBG_CHANNEL DBG_ADAPTER
+
+HRESULT
+NineAdapter9_ctor( struct NineAdapter9 *This,
+ struct NineUnknownParams *pParams,
+ struct d3dadapter9_context *pCTX )
+{
+ HRESULT hr = NineUnknown_ctor(&This->base, pParams);
+ if (FAILED(hr)) { return hr; }
+
+ DBG("This=%p pParams=%p pCTX=%p\n", This, pParams, pCTX);
+ nine_dump_D3DADAPTER_IDENTIFIER9(DBG_CHANNEL, &pCTX->identifier);
+
+ This->ctx = pCTX;
+ if (!This->ctx->hal->get_param(This->ctx->hal, PIPE_CAP_CLIP_HALFZ)) {
+ ERR("Driver doesn't support d3d9 coordinates\n");
+ return D3DERR_DRIVERINTERNALERROR;
+ }
+ if (This->ctx->ref &&
+ !This->ctx->ref->get_param(This->ctx->ref, PIPE_CAP_CLIP_HALFZ)) {
+ ERR("Warning: Sotware rendering driver doesn't support d3d9 coordinates\n");
+ }
+
+ return D3D_OK;
+}
+
+void
+NineAdapter9_dtor( struct NineAdapter9 *This )
+{
+ struct d3dadapter9_context *ctx = This->ctx;
+
+ DBG("This=%p\n", This);
+
+ NineUnknown_dtor(&This->base);
+
+ /* special case, call backend-specific dtor AFTER destroying this object
+ * completely. */
+ if (ctx) {
+ if (ctx->destroy) { ctx->destroy(ctx); }
+ }
+}
+
+static HRESULT
+NineAdapter9_GetScreen( struct NineAdapter9 *This,
+ D3DDEVTYPE DevType,
+ struct pipe_screen **ppScreen )
+{
+ const char *force_sw = getenv("D3D_ALWAYS_SOFTWARE");
+ switch (DevType) {
+ case D3DDEVTYPE_HAL:
+ if (force_sw && !strcmp(force_sw, "1") && This->ctx->ref) {
+ *ppScreen = This->ctx->ref;
+ break;
+ }
+ *ppScreen = This->ctx->hal;
+ break;
+
+ case D3DDEVTYPE_REF:
+ case D3DDEVTYPE_NULLREF:
+ case D3DDEVTYPE_SW:
+ if (force_sw && !strcmp(force_sw, "0")) {
+ *ppScreen = This->ctx->hal;
+ break;
+ }
+ *ppScreen = This->ctx->ref;
+ break;
+
+ default:
+ user_assert(!"Invalid device type", D3DERR_INVALIDCALL);
+ }
+
+ if (!*ppScreen) { return D3DERR_NOTAVAILABLE; }
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI
+NineAdapter9_GetAdapterIdentifier( struct NineAdapter9 *This,
+ DWORD Flags,
+ D3DADAPTER_IDENTIFIER9 *pIdentifier )
+{
+ DBG("This=%p Flags=%x pIdentifier=%p\n", This, Flags, pIdentifier);
+
+ /* regarding flags, MSDN has this to say:
+ * Flags sets the WHQLLevel member of D3DADAPTER_IDENTIFIER9. Flags can be
+ * set to either 0 or D3DENUM_WHQL_LEVEL. If D3DENUM_WHQL_LEVEL is
+ * specified, this call can connect to the Internet to download new
+ * Microsoft Windows Hardware Quality Labs (WHQL) certificates.
+ * so let's just ignore it. */
+ *pIdentifier = This->ctx->identifier;
+ return D3D_OK;
+}
+
+static INLINE boolean
+backbuffer_format( D3DFORMAT dfmt,
+ D3DFORMAT bfmt,
+ boolean win )
+{
+ if (dfmt == D3DFMT_A2R10G10B10 && win) { return FALSE; }
+
+ if ((dfmt == D3DFMT_A2R10G10B10 && bfmt == dfmt) ||
+ (dfmt == D3DFMT_X8R8G8B8 && (bfmt == dfmt ||
+ bfmt == D3DFMT_A8R8G8B8)) ||
+ (dfmt == D3DFMT_X1R5G5B5 && (bfmt == dfmt ||
+ bfmt == D3DFMT_A1R5G5B5)) ||
+ (dfmt == D3DFMT_R5G6B5 && bfmt == dfmt)) {
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+HRESULT WINAPI
+NineAdapter9_CheckDeviceType( struct NineAdapter9 *This,
+ D3DDEVTYPE DevType,
+ D3DFORMAT AdapterFormat,
+ D3DFORMAT BackBufferFormat,
+ BOOL bWindowed )
+{
+ struct pipe_screen *screen;
+ enum pipe_format dfmt, bfmt;
+ HRESULT hr;
+
+ DBG("This=%p DevType=%s AdapterFormat=%s BackBufferFormat=%s "
+ "bWindowed=%i\n", This, nine_D3DDEVTYPE_to_str(DevType),
+ d3dformat_to_string(AdapterFormat),
+ d3dformat_to_string(BackBufferFormat), bWindowed);
+
+ user_assert(backbuffer_format(AdapterFormat, BackBufferFormat, bWindowed),
+ D3DERR_NOTAVAILABLE);
+
+ hr = NineAdapter9_GetScreen(This, DevType, &screen);
+ if (FAILED(hr)) { return hr; }
+
+ dfmt = d3d9_to_pipe_format(AdapterFormat);
+ bfmt = d3d9_to_pipe_format(BackBufferFormat);
+ if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
+ DBG("Invalid Adapter/BackBufferFormat.\n");
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ if (!screen->is_format_supported(screen, dfmt, PIPE_TEXTURE_2D, 1,
+ PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_SHARED) ||
+ !screen->is_format_supported(screen, bfmt, PIPE_TEXTURE_2D, 1,
+ PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_SHARED)) {
+ DBG("Unsupported Adapter/BackBufferFormat.\n");
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ return D3D_OK;
+}
+
+static INLINE boolean
+display_format( D3DFORMAT fmt,
+ boolean win )
+{
+ /* http://msdn.microsoft.com/en-us/library/bb172558(v=VS.85).aspx#BackBuffer_or_Display_Formats */
+ static const D3DFORMAT allowed[] = {
+ D3DFMT_A2R10G10B10,
+ D3DFMT_X8R8G8B8,
+ D3DFMT_X1R5G5B5,
+ D3DFMT_R5G6B5,
+ };
+ unsigned i;
+
+ if (fmt == D3DFMT_A2R10G10B10 && win) { return FALSE; }
+
+ for (i = 0; i < sizeof(allowed)/sizeof(D3DFORMAT); i++) {
+ if (fmt == allowed[i]) { return TRUE; }
+ }
+ return FALSE;
+}
+
+HRESULT WINAPI
+NineAdapter9_CheckDeviceFormat( struct NineAdapter9 *This,
+ D3DDEVTYPE DeviceType,
+ D3DFORMAT AdapterFormat,
+ DWORD Usage,
+ D3DRESOURCETYPE RType,
+ D3DFORMAT CheckFormat )
+{
+ struct pipe_screen *screen;
+ HRESULT hr;
+ enum pipe_format pf;
+ enum pipe_texture_target target;
+ unsigned bind = 0;
+
+ /* Check adapter format. */
+
+ /* Nicer output if we only have the line at the end. */
+#if 1
+ DBG("This=%p DeviceType=%s AdapterFormat=%s\n", This,
+ nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat));
+#endif
+ user_assert(display_format(AdapterFormat, FALSE), D3DERR_INVALIDCALL);
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr))
+ return hr;
+ pf = d3d9_to_pipe_format(AdapterFormat);
+ if (pf == PIPE_FORMAT_NONE ||
+ !screen->is_format_supported(screen, pf, PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_SHARED)) {
+ DBG("AdapterFormat %s not available.\n",
+ d3dformat_to_string(AdapterFormat));
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ /* Check actual format. */
+
+ switch (RType) {
+ case D3DRTYPE_SURFACE: target = PIPE_TEXTURE_2D; break;
+ case D3DRTYPE_TEXTURE: target = PIPE_TEXTURE_2D; break;
+ case D3DRTYPE_CUBETEXTURE: target = PIPE_TEXTURE_CUBE; break;
+ case D3DRTYPE_VOLUME: target = PIPE_TEXTURE_3D; break;
+ case D3DRTYPE_VOLUMETEXTURE: target = PIPE_TEXTURE_3D; break;
+ case D3DRTYPE_VERTEXBUFFER: target = PIPE_BUFFER; break;
+ case D3DRTYPE_INDEXBUFFER: target = PIPE_BUFFER; break;
+ default:
+ user_assert(0, D3DERR_INVALIDCALL);
+ }
+
+ bind = 0;
+ if (Usage & D3DUSAGE_RENDERTARGET) bind |= PIPE_BIND_RENDER_TARGET;
+ if (Usage & D3DUSAGE_DEPTHSTENCIL) bind |= PIPE_BIND_DEPTH_STENCIL;
+
+ /* API hack because setting RT[0] to NULL is forbidden */
+ if (CheckFormat == D3DFMT_NULL && bind == PIPE_BIND_RENDER_TARGET &&
+ (RType == D3DRTYPE_SURFACE ||
+ RType == D3DRTYPE_TEXTURE))
+ return D3D_OK;
+
+ if (Usage & D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
+ bind |= PIPE_BIND_BLENDABLE;
+
+ if (Usage & D3DUSAGE_DMAP) {
+ DBG("D3DUSAGE_DMAP not available\n");
+ return D3DERR_NOTAVAILABLE; /* TODO: displacement mapping */
+ }
+
+ switch (RType) {
+ case D3DRTYPE_TEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
+ case D3DRTYPE_CUBETEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
+ case D3DRTYPE_VOLUMETEXTURE: bind |= PIPE_BIND_SAMPLER_VIEW; break;
+ case D3DRTYPE_VERTEXBUFFER: bind |= PIPE_BIND_VERTEX_BUFFER; break;
+ case D3DRTYPE_INDEXBUFFER: bind |= PIPE_BIND_INDEX_BUFFER; break;
+ default:
+ break;
+ }
+
+
+ pf = d3d9_to_pipe_format(CheckFormat);
+ if (Usage & (D3DUSAGE_QUERY_SRGBREAD | D3DUSAGE_QUERY_SRGBWRITE))
+ pf = util_format_srgb(pf);
+
+ DBG("Format=%s/%s Usage/Bind=%x/%d RType/Target=%u/%s\n", // replace %d to %s
+ d3dformat_to_string(CheckFormat), util_format_name(pf),
+ Usage, bind, // temporary simplified for merge, FIXME
+ /* Usage, util_dump_bind_flags(bind), */
+ RType, util_dump_tex_target(target, TRUE));
+
+ if (pf == PIPE_FORMAT_NONE ||
+ !screen->is_format_supported(screen, pf, target, 0, bind)) {
+ DBG("NOT AVAILABLE\n");
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ /* if (Usage & D3DUSAGE_NONSECURE) { don't know the implications of this } */
+ /* if (Usage & D3DUSAGE_SOFTWAREPROCESSING) { we can always support this } */
+
+ if ((Usage & D3DUSAGE_AUTOGENMIPMAP) && !(bind & PIPE_BIND_SAMPLER_VIEW))
+ return D3DOK_NOAUTOGEN;
+ return D3D_OK;
+}
+
+HRESULT WINAPI
+NineAdapter9_CheckDeviceMultiSampleType( struct NineAdapter9 *This,
+ D3DDEVTYPE DeviceType,
+ D3DFORMAT SurfaceFormat,
+ BOOL Windowed,
+ D3DMULTISAMPLE_TYPE MultiSampleType,
+ DWORD *pQualityLevels )
+{
+ struct pipe_screen *screen;
+ HRESULT hr;
+ enum pipe_format pf;
+ unsigned bind;
+
+ DBG("This=%p DeviceType=%s SurfaceFormat=%s Windowed=%i MultiSampleType=%u "
+ "pQualityLevels=%p\n", This, nine_D3DDEVTYPE_to_str(DeviceType),
+ d3dformat_to_string(SurfaceFormat), Windowed, MultiSampleType,
+ pQualityLevels);
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr))
+ return hr;
+
+ pf = d3d9_to_pipe_format(SurfaceFormat);
+ bind = util_format_is_depth_or_stencil(pf) ?
+ PIPE_BIND_DEPTH_STENCIL : PIPE_BIND_RENDER_TARGET;
+
+ if (pf == PIPE_FORMAT_NONE ||
+ !screen->is_format_supported(screen, pf, PIPE_TEXTURE_2D,
+ MultiSampleType, bind)) {
+ DBG("%s with %u samples not available.\n",
+ d3dformat_to_string(SurfaceFormat), MultiSampleType);
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ if (pQualityLevels)
+ *pQualityLevels = 1; /* gallium doesn't have quality levels */
+
+ return D3D_OK;
+}
+
+static INLINE boolean
+depth_stencil_format( D3DFORMAT fmt )
+{
+ static D3DFORMAT allowed[] = {
+ D3DFMT_D16_LOCKABLE,
+ D3DFMT_D32,
+ D3DFMT_D15S1,
+ D3DFMT_D24S8,
+ D3DFMT_D24X8,
+ D3DFMT_D24X4S4,
+ D3DFMT_D16,
+ D3DFMT_D32F_LOCKABLE,
+ D3DFMT_D24FS8,
+ D3DFMT_D32_LOCKABLE
+ };
+ unsigned i;
+
+ for (i = 0; i < sizeof(allowed)/sizeof(D3DFORMAT); i++) {
+ if (fmt == allowed[i]) { return TRUE; }
+ }
+ return FALSE;
+}
+
+HRESULT WINAPI
+NineAdapter9_CheckDepthStencilMatch( struct NineAdapter9 *This,
+ D3DDEVTYPE DeviceType,
+ D3DFORMAT AdapterFormat,
+ D3DFORMAT RenderTargetFormat,
+ D3DFORMAT DepthStencilFormat )
+{
+ struct pipe_screen *screen;
+ enum pipe_format dfmt, bfmt, zsfmt;
+ HRESULT hr;
+
+ DBG("This=%p DeviceType=%s AdapterFormat=%s "
+ "RenderTargetFormat=%s DepthStencilFormat=%s\n", This,
+ nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat),
+ d3dformat_to_string(RenderTargetFormat),
+ d3dformat_to_string(DepthStencilFormat));
+
+ user_assert(display_format(AdapterFormat, FALSE), D3DERR_NOTAVAILABLE);
+ user_assert(depth_stencil_format(DepthStencilFormat), D3DERR_NOTAVAILABLE);
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr)) { return hr; }
+
+ dfmt = d3d9_to_pipe_format(AdapterFormat);
+ bfmt = d3d9_to_pipe_format(RenderTargetFormat);
+ if (RenderTargetFormat == D3DFMT_NULL)
+ bfmt = dfmt;
+ zsfmt = d3d9_to_pipe_format(DepthStencilFormat);
+ if (dfmt == PIPE_FORMAT_NONE ||
+ bfmt == PIPE_FORMAT_NONE ||
+ zsfmt == PIPE_FORMAT_NONE) {
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ if (!screen->is_format_supported(screen, dfmt, PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_SHARED) ||
+ !screen->is_format_supported(screen, bfmt, PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_RENDER_TARGET) ||
+ !screen->is_format_supported(screen, zsfmt, PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_DEPTH_STENCIL)) {
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI
+NineAdapter9_CheckDeviceFormatConversion( struct NineAdapter9 *This,
+ D3DDEVTYPE DeviceType,
+ D3DFORMAT SourceFormat,
+ D3DFORMAT TargetFormat )
+{
+ /* MSDN says this tests whether a certain backbuffer format can be used in
+ * conjunction with a certain front buffer format. It's a little confusing
+ * but some one wiser might be able to figure this one out. XXX */
+ struct pipe_screen *screen;
+ enum pipe_format dfmt, bfmt;
+ HRESULT hr;
+
+ DBG("This=%p DeviceType=%s SourceFormat=%s TargetFormat=%s\n", This,
+ nine_D3DDEVTYPE_to_str(DeviceType),
+ d3dformat_to_string(SourceFormat), d3dformat_to_string(TargetFormat));
+
+ user_assert(backbuffer_format(TargetFormat, SourceFormat, FALSE),
+ D3DERR_NOTAVAILABLE);
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr)) { return hr; }
+
+ dfmt = d3d9_to_pipe_format(TargetFormat);
+ bfmt = d3d9_to_pipe_format(SourceFormat);
+ if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
+ return D3DERR_NOTAVAILABLE;
+ }
+ if (!screen->is_format_supported(screen, dfmt, PIPE_TEXTURE_2D, 1,
+ PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_SHARED) ||
+ !screen->is_format_supported(screen, bfmt, PIPE_TEXTURE_2D, 1,
+ PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_SHARED)) {
+ DBG("%s to %s not supported.\n",
+ d3dformat_to_string(SourceFormat),
+ d3dformat_to_string(TargetFormat));
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI
+NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This,
+ D3DDEVTYPE DeviceType,
+ D3DCAPS9 *pCaps )
+{
+ struct pipe_screen *screen;
+ boolean sm3, vs;
+ HRESULT hr;
+
+ DBG("This=%p DeviceType=%s pCaps=%p\n", This,
+ nine_D3DDEVTYPE_to_str(DeviceType), pCaps);
+
+ user_assert(pCaps, D3DERR_INVALIDCALL);
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr)) {
+ DBG("Failed to get pipe_screen.\n");
+ return hr;
+ }
+
+#define D3DPIPECAP(pcap, d3dcap) \
+ (screen->get_param(screen, PIPE_CAP_##pcap) ? (d3dcap) : 0)
+
+#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->Caps = 0;
+
+ pCaps->Caps2 = D3DCAPS2_CANMANAGERESOURCE |
+ /* D3DCAPS2_CANSHARERESOURCE | */
+ /* D3DCAPS2_CANCALIBRATEGAMMA | */
+ D3DCAPS2_DYNAMICTEXTURES |
+ D3DCAPS2_FULLSCREENGAMMA |
+ D3DCAPS2_CANAUTOGENMIPMAP;
+
+ /* Note: D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD just means the
+ * backbuffer can be ARGB (instead of only XRGB) when we are fullscreen
+ * and in discard mode. */
+ pCaps->Caps3 = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
+ D3DCAPS3_COPY_TO_VIDMEM |
+ D3DCAPS3_COPY_TO_SYSTEMMEM |
+ D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION;
+
+ pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_DEFAULT |
+ D3DPRESENT_INTERVAL_ONE |
+ D3DPRESENT_INTERVAL_TWO |
+ D3DPRESENT_INTERVAL_THREE |
+ D3DPRESENT_INTERVAL_FOUR |
+ D3DPRESENT_INTERVAL_IMMEDIATE;
+ pCaps->CursorCaps = D3DCURSORCAPS_COLOR | D3DCURSORCAPS_LOWRES;
+
+ pCaps->DevCaps = D3DDEVCAPS_CANBLTSYSTONONLOCAL |
+ D3DDEVCAPS_CANRENDERAFTERFLIP |
+ D3DDEVCAPS_DRAWPRIMITIVES2 |
+ D3DDEVCAPS_DRAWPRIMITIVES2EX |
+ D3DDEVCAPS_DRAWPRIMTLVERTEX |
+ D3DDEVCAPS_EXECUTESYSTEMMEMORY |
+ D3DDEVCAPS_EXECUTEVIDEOMEMORY |
+ D3DDEVCAPS_HWRASTERIZATION |
+ D3DDEVCAPS_HWTRANSFORMANDLIGHT |
+ /*D3DDEVCAPS_NPATCHES |*/
+ D3DDEVCAPS_PUREDEVICE |
+ /*D3DDEVCAPS_QUINTICRTPATCHES |*/
+ /*D3DDEVCAPS_RTPATCHES |*/
+ /*D3DDEVCAPS_RTPATCHHANDLEZERO |*/
+ /*D3DDEVCAPS_SEPARATETEXTUREMEMORIES |*/
+ /*D3DDEVCAPS_TEXTURENONLOCALVIDMEM |*/
+ D3DDEVCAPS_TEXTURESYSTEMMEMORY |
+ D3DDEVCAPS_TEXTUREVIDEOMEMORY |
+ D3DDEVCAPS_TLVERTEXSYSTEMMEMORY |
+ D3DDEVCAPS_TLVERTEXVIDEOMEMORY;
+
+ pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_MASKZ |
+ D3DPMISCCAPS_CULLNONE | /* XXX */
+ D3DPMISCCAPS_CULLCW |
+ D3DPMISCCAPS_CULLCCW |
+ D3DPMISCCAPS_COLORWRITEENABLE |
+ D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
+ D3DPMISCCAPS_CLIPTLVERTS |
+ D3DPMISCCAPS_TSSARGTEMP |
+ D3DPMISCCAPS_BLENDOP |
+ D3DPIPECAP(INDEP_BLEND_ENABLE, D3DPMISCCAPS_INDEPENDENTWRITEMASKS) |
+ /*D3DPMISCCAPS_PERSTAGECONSTANT |*/
+ /*D3DPMISCCAPS_POSTBLENDSRGBCONVERT |*/ /* TODO */
+ D3DPMISCCAPS_FOGANDSPECULARALPHA |
+ D3DPIPECAP(BLEND_EQUATION_SEPARATE, D3DPMISCCAPS_SEPARATEALPHABLEND) |
+ D3DPIPECAP(MIXED_COLORBUFFER_FORMATS, D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) |
+ D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING |
+ /*D3DPMISCCAPS_FOGVERTEXCLAMPED*/0;
+
+ pCaps->RasterCaps =
+ D3DPIPECAP(ANISOTROPIC_FILTER, D3DPRASTERCAPS_ANISOTROPY) |
+ /*D3DPRASTERCAPS_COLORPERSPECTIVE |*/
+ D3DPRASTERCAPS_DITHER |
+ D3DPRASTERCAPS_DEPTHBIAS |
+ /*D3DPRASTERCAPS_FOGRANGE |*/
+ /*D3DPRASTERCAPS_FOGTABLE |*/
+ /*D3DPRASTERCAPS_FOGVERTEX |*/
+ D3DPRASTERCAPS_MIPMAPLODBIAS |
+ D3DPRASTERCAPS_MULTISAMPLE_TOGGLE |
+ D3DPRASTERCAPS_SCISSORTEST |
+ D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
+ /*D3DPRASTERCAPS_WBUFFER |*/
+ /*D3DPRASTERCAPS_WFOG |*/
+ /*D3DPRASTERCAPS_ZBUFFERLESSHSR |*/
+ /*D3DPRASTERCAPS_ZFOG |*/
+ D3DPRASTERCAPS_ZTEST;
+
+ pCaps->ZCmpCaps = D3DPCMPCAPS_NEVER |
+ D3DPCMPCAPS_LESS |
+ D3DPCMPCAPS_EQUAL |
+ D3DPCMPCAPS_LESSEQUAL |
+ D3DPCMPCAPS_GREATER |
+ D3DPCMPCAPS_NOTEQUAL |
+ D3DPCMPCAPS_GREATEREQUAL |
+ D3DPCMPCAPS_ALWAYS;
+
+ pCaps->SrcBlendCaps = D3DPBLENDCAPS_ZERO |
+ D3DPBLENDCAPS_ONE |
+ D3DPBLENDCAPS_SRCCOLOR |
+ D3DPBLENDCAPS_INVSRCCOLOR |
+ D3DPBLENDCAPS_SRCALPHA |
+ D3DPBLENDCAPS_INVSRCALPHA |
+ D3DPBLENDCAPS_DESTALPHA |
+ D3DPBLENDCAPS_INVDESTALPHA |
+ D3DPBLENDCAPS_DESTCOLOR |
+ D3DPBLENDCAPS_INVDESTCOLOR |
+ D3DPBLENDCAPS_SRCALPHASAT |
+ D3DPBLENDCAPS_BOTHSRCALPHA |
+ D3DPBLENDCAPS_BOTHINVSRCALPHA |
+ D3DPBLENDCAPS_BLENDFACTOR |
+ D3DPIPECAP(MAX_DUAL_SOURCE_RENDER_TARGETS,
+ D3DPBLENDCAPS_INVSRCCOLOR2 |
+ D3DPBLENDCAPS_SRCCOLOR2);
+
+ pCaps->DestBlendCaps = pCaps->SrcBlendCaps;
+
+ pCaps->AlphaCmpCaps = D3DPCMPCAPS_LESS |
+ D3DPCMPCAPS_EQUAL |
+ D3DPCMPCAPS_LESSEQUAL |
+ D3DPCMPCAPS_GREATER |
+ D3DPCMPCAPS_NOTEQUAL |
+ D3DPCMPCAPS_GREATEREQUAL |
+ D3DPCMPCAPS_ALWAYS;
+
+ /* FLAT caps not legal for D3D9. */
+ pCaps->ShadeCaps = D3DPSHADECAPS_COLORGOURAUDRGB |
+ D3DPSHADECAPS_SPECULARGOURAUDRGB |
+ D3DPSHADECAPS_ALPHAGOURAUDBLEND |
+ D3DPSHADECAPS_FOGGOURAUD;
+
+ pCaps->TextureCaps =
+ D3DPTEXTURECAPS_ALPHA |
+ D3DPTEXTURECAPS_ALPHAPALETTE |
+ D3DPTEXTURECAPS_PERSPECTIVE |
+ D3DPTEXTURECAPS_PROJECTED |
+ /*D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE |*/
+ D3DPTEXTURECAPS_CUBEMAP |
+ D3DPTEXTURECAPS_VOLUMEMAP |
+ D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_POW2) |
+ D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_NONPOW2CONDITIONAL) |
+ D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_CUBEMAP_POW2) |
+ D3DNPIPECAP(NPOT_TEXTURES, D3DPTEXTURECAPS_VOLUMEMAP_POW2) |
+ D3DPIPECAP(MAX_TEXTURE_2D_LEVELS, D3DPTEXTURECAPS_MIPMAP) |
+ D3DPIPECAP(MAX_TEXTURE_3D_LEVELS, D3DPTEXTURECAPS_MIPVOLUMEMAP) |
+ D3DPIPECAP(MAX_TEXTURE_CUBE_LEVELS, D3DPTEXTURECAPS_MIPCUBEMAP);
+
+ pCaps->TextureFilterCaps =
+ D3DPTFILTERCAPS_MINFPOINT |
+ D3DPTFILTERCAPS_MINFLINEAR |
+ D3DPIPECAP(ANISOTROPIC_FILTER, D3DPTFILTERCAPS_MINFANISOTROPIC) |
+ /*D3DPTFILTERCAPS_MINFPYRAMIDALQUAD |*/
+ /*D3DPTFILTERCAPS_MINFGAUSSIANQUAD |*/
+ D3DPTFILTERCAPS_MIPFPOINT |
+ D3DPTFILTERCAPS_MIPFLINEAR |
+ D3DPTFILTERCAPS_MAGFPOINT |
+ D3DPTFILTERCAPS_MAGFLINEAR |
+ D3DPIPECAP(ANISOTROPIC_FILTER, D3DPTFILTERCAPS_MAGFANISOTROPIC) |
+ /*D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD |*/
+ /*D3DPTFILTERCAPS_MAGFGAUSSIANQUAD*/0;
+
+ pCaps->CubeTextureFilterCaps = pCaps->TextureFilterCaps;
+ pCaps->VolumeTextureFilterCaps = pCaps->TextureFilterCaps;
+
+ pCaps->TextureAddressCaps =
+ D3DPTADDRESSCAPS_BORDER |
+ D3DPTADDRESSCAPS_INDEPENDENTUV |
+ D3DPTADDRESSCAPS_WRAP |
+ D3DPTADDRESSCAPS_MIRROR |
+ D3DPTADDRESSCAPS_CLAMP |
+ D3DPIPECAP(TEXTURE_MIRROR_CLAMP, D3DPTADDRESSCAPS_MIRRORONCE);
+
+ pCaps->VolumeTextureAddressCaps = pCaps->TextureAddressCaps;
+
+ pCaps->LineCaps =
+ D3DLINECAPS_ALPHACMP |
+ D3DLINECAPS_BLEND |
+ D3DLINECAPS_TEXTURE |
+ D3DLINECAPS_ZTEST |
+ D3DLINECAPS_FOG;
+ if (screen->get_paramf(screen, PIPE_CAPF_MAX_LINE_WIDTH_AA) > 0.0) {
+ pCaps->LineCaps |= D3DLINECAPS_ANTIALIAS;
+ }
+
+ pCaps->MaxTextureWidth =
+ 1 << (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
+ pCaps->MaxTextureHeight = pCaps->MaxTextureWidth;
+ pCaps->MaxVolumeExtent =
+ 1 << (screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS) - 1);
+ /* XXX values from wine */
+ pCaps->MaxTextureRepeat = 32768;
+ pCaps->MaxTextureAspectRatio = pCaps->MaxTextureWidth;
+
+ pCaps->MaxAnisotropy =
+ (DWORD)screen->get_paramf(screen, PIPE_CAPF_MAX_TEXTURE_ANISOTROPY);
+
+ pCaps->MaxVertexW = 1.0f; /* XXX */
+ pCaps->GuardBandLeft = screen->get_paramf(screen,
+ PIPE_CAPF_GUARD_BAND_LEFT);
+ pCaps->GuardBandTop = screen->get_paramf(screen,
+ PIPE_CAPF_GUARD_BAND_TOP);
+ pCaps->GuardBandRight = screen->get_paramf(screen,
+ PIPE_CAPF_GUARD_BAND_RIGHT);
+ pCaps->GuardBandBottom = screen->get_paramf(screen,
+ PIPE_CAPF_GUARD_BAND_BOTTOM);
+ pCaps->ExtentsAdjust = 0.0f;
+
+ pCaps->StencilCaps =
+ D3DSTENCILCAPS_KEEP |
+ D3DSTENCILCAPS_ZERO |
+ D3DSTENCILCAPS_REPLACE |
+ D3DSTENCILCAPS_INCRSAT |
+ D3DSTENCILCAPS_DECRSAT |
+ D3DSTENCILCAPS_INVERT |
+ D3DSTENCILCAPS_INCR |
+ D3DSTENCILCAPS_DECR |
+ D3DPIPECAP(TWO_SIDED_STENCIL, D3DSTENCILCAPS_TWOSIDED);
+
+ pCaps->FVFCaps =
+ (D3DFVFCAPS_TEXCOORDCOUNTMASK & 0xff) |
+ /*D3DFVFCAPS_DONOTSTRIPELEMENTS |*/
+ D3DFVFCAPS_PSIZE;
+
+ /* XXX: Some of these are probably not in SM2.0 so cap them when I figure
+ * them out. For now leave them all enabled. */
+ pCaps->TextureOpCaps = D3DTEXOPCAPS_DISABLE |
+ D3DTEXOPCAPS_SELECTARG1 |
+ D3DTEXOPCAPS_SELECTARG2 |
+ D3DTEXOPCAPS_MODULATE |
+ D3DTEXOPCAPS_MODULATE2X |
+ D3DTEXOPCAPS_MODULATE4X |
+ D3DTEXOPCAPS_ADD |
+ D3DTEXOPCAPS_ADDSIGNED |
+ D3DTEXOPCAPS_ADDSIGNED2X |
+ D3DTEXOPCAPS_SUBTRACT |
+ D3DTEXOPCAPS_ADDSMOOTH |
+ D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
+ D3DTEXOPCAPS_BLENDTEXTUREALPHA |
+ D3DTEXOPCAPS_BLENDFACTORALPHA |
+ D3DTEXOPCAPS_BLENDTEXTUREALPHAPM |
+ D3DTEXOPCAPS_BLENDCURRENTALPHA |
+ D3DTEXOPCAPS_PREMODULATE |
+ D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
+ D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
+ D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
+ D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA |
+ D3DTEXOPCAPS_BUMPENVMAP |
+ D3DTEXOPCAPS_BUMPENVMAPLUMINANCE |
+ D3DTEXOPCAPS_DOTPRODUCT3 |
+ D3DTEXOPCAPS_MULTIPLYADD |
+ D3DTEXOPCAPS_LERP;
+
+ pCaps->MaxTextureBlendStages = 8; /* XXX wine */
+ (DWORD)screen->get_param(screen, PIPE_CAP_BLEND_EQUATION_SEPARATE);
+ pCaps->MaxSimultaneousTextures = screen->get_shader_param(screen,
+ PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS);
+ if (pCaps->MaxSimultaneousTextures > NINE_MAX_SAMPLERS_PS)
+ pCaps->MaxSimultaneousTextures = NINE_MAX_SAMPLERS_PS;
+
+ pCaps->VertexProcessingCaps = D3DVTXPCAPS_TEXGEN |
+ /*D3DVTXPCAPS_TEXGEN_SPHEREMAP |*/
+ D3DVTXPCAPS_MATERIALSOURCE7 |
+ D3DVTXPCAPS_DIRECTIONALLIGHTS |
+ D3DVTXPCAPS_POSITIONALLIGHTS |
+ D3DVTXPCAPS_LOCALVIEWER |
+ D3DVTXPCAPS_TWEENING |
+ /*D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER*/0;
+
+ pCaps->MaxActiveLights = NINE_MAX_LIGHTS_ACTIVE; /* like GL_LIGHTi */
+ pCaps->MaxUserClipPlanes = PIPE_MAX_CLIP_PLANES;
+ pCaps->MaxVertexBlendMatrices = 4; /* 1 vec4 BLENDWEIGHT/INDICES input */
+ pCaps->MaxVertexBlendMatrixIndex = 7; /* D3DTS_WORLDMATRIX(0..7) */
+
+ pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH);
+
+ pCaps->MaxPrimitiveCount = 0xFFFFF; /* <- wine, really 0xFFFFFFFF; */
+ pCaps->MaxVertexIndex = 0xFFFFF; /* <- wine, really 0xFFFFFFFF */
+ pCaps->MaxStreams =
+ _min(screen->get_shader_param(screen,
+ PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_MAX_INPUTS),
+ 16);
+
+ 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->PixelShaderVersion = sm3 ? D3DPS_VERSION(3,0) : D3DPS_VERSION(2,0);
+ pCaps->PixelShader1xMaxValue = 8.0f; /* XXX: wine */
+
+ pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET |
+ D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET |
+ D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES |
+ /*D3DDEVCAPS2_DMAPNPATCH |*/
+ /*D3DDEVCAPS2_ADAPTIVETESSRTPATCH |*/
+ /*D3DDEVCAPS2_ADAPTIVETESSNPATCH |*/
+ /*D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH*/0;
+
+ pCaps->MasterAdapterOrdinal = 0;
+ pCaps->AdapterOrdinalInGroup = 0;
+ pCaps->NumberOfAdaptersInGroup = 1;
+
+ /* Undocumented ? */
+ pCaps->MaxNpatchTessellationLevel = 0.0f;
+ pCaps->Reserved5 = 0;
+
+ /* XXX: use is_format_supported */
+ pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
+ D3DDTCAPS_UBYTE4N |
+ D3DDTCAPS_SHORT2N |
+ D3DDTCAPS_SHORT4N |
+ D3DDTCAPS_USHORT2N |
+ D3DDTCAPS_USHORT4N |
+ D3DDTCAPS_UDEC3 |
+ D3DDTCAPS_DEC3N |
+ D3DDTCAPS_FLOAT16_2 |
+ D3DDTCAPS_FLOAT16_4;
+
+ pCaps->NumSimultaneousRTs =
+ screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS);
+ if (pCaps->NumSimultaneousRTs > NINE_MAX_SIMULTANEOUS_RENDERTARGETS)
+ pCaps->NumSimultaneousRTs = NINE_MAX_SIMULTANEOUS_RENDERTARGETS;
+
+ pCaps->StretchRectFilterCaps = D3DPTFILTERCAPS_MINFPOINT |
+ D3DPTFILTERCAPS_MINFLINEAR |
+ D3DPTFILTERCAPS_MAGFPOINT |
+ D3DPTFILTERCAPS_MAGFLINEAR;
+
+
+ pCaps->VS20Caps.Caps = D3DVS20CAPS_PREDICATION;
+ pCaps->VS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ pCaps->VS20Caps.NumTemps =
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_TEMPS);
+ pCaps->VS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+
+ /* also check for values < 0, because get_shader_param may return unsigned */
+ if (pCaps->VS20Caps.DynamicFlowControlDepth > D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
+ || pCaps->VS20Caps.DynamicFlowControlDepth < 0)
+ pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
+ if (pCaps->VS20Caps.StaticFlowControlDepth > D3DVS20_MAX_STATICFLOWCONTROLDEPTH
+ || pCaps->VS20Caps.StaticFlowControlDepth < 0)
+ pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH;
+ if (pCaps->VS20Caps.NumTemps > D3DVS20_MAX_NUMTEMPS)
+ pCaps->VS20Caps.NumTemps = D3DVS20_MAX_NUMTEMPS;
+ assert(pCaps->VS20Caps.DynamicFlowControlDepth >= D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH);
+ assert(pCaps->VS20Caps.StaticFlowControlDepth >= D3DVS20_MIN_STATICFLOWCONTROLDEPTH);
+ assert(pCaps->VS20Caps.NumTemps >= D3DVS20_MIN_NUMTEMPS);
+
+
+ pCaps->PS20Caps.Caps = D3DPS20CAPS_ARBITRARYSWIZZLE |
+ D3DPS20CAPS_GRADIENTINSTRUCTIONS |
+ D3DPS20CAPS_PREDICATION;
+ if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS) ==
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS))
+ pCaps->PS20Caps.Caps |= D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
+ if (screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS) ==
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS))
+ pCaps->PS20Caps.Caps |= D3DPS20CAPS_NODEPENDENTREADLIMIT;
+ pCaps->PS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ pCaps->PS20Caps.NumTemps =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_TEMPS);
+ pCaps->PS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH);
+ pCaps->PS20Caps.NumInstructionSlots =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
+
+ if (pCaps->PS20Caps.DynamicFlowControlDepth > D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
+ || pCaps->PS20Caps.DynamicFlowControlDepth < 0)
+ pCaps->PS20Caps.DynamicFlowControlDepth = D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
+ if (pCaps->PS20Caps.StaticFlowControlDepth > D3DPS20_MAX_STATICFLOWCONTROLDEPTH
+ || pCaps->PS20Caps.StaticFlowControlDepth < 0)
+ pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MAX_STATICFLOWCONTROLDEPTH;
+ if (pCaps->PS20Caps.NumTemps > D3DPS20_MAX_NUMTEMPS)
+ pCaps->PS20Caps.NumTemps = D3DPS20_MAX_NUMTEMPS;
+ if (pCaps->PS20Caps.NumInstructionSlots > D3DPS20_MAX_NUMINSTRUCTIONSLOTS)
+ pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MAX_NUMINSTRUCTIONSLOTS;
+ assert(pCaps->PS20Caps.DynamicFlowControlDepth >= D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH);
+ assert(pCaps->PS20Caps.StaticFlowControlDepth >= D3DPS20_MIN_STATICFLOWCONTROLDEPTH);
+ assert(pCaps->PS20Caps.NumTemps >= D3DPS20_MIN_NUMTEMPS);
+ assert(pCaps->PS20Caps.NumInstructionSlots >= D3DPS20_MIN_NUMINSTRUCTIONSLOTS);
+
+
+ if (screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS))
+ pCaps->VertexTextureFilterCaps = pCaps->TextureFilterCaps &
+ ~(D3DPTFILTERCAPS_MIPFPOINT |
+ D3DPTFILTERCAPS_MIPFPOINT); /* XXX */
+ 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;
+ }
+
+ /* 65535 is required, advertise more for GPUs with >= 2048 instruction slots */
+ pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32);
+ pCaps->MaxPShaderInstructionsExecuted = MAX2(65535, pCaps->MaxPixelShader30InstructionSlots * 32);
+
+ if (debug_get_bool_option("NINE_DUMP_CAPS", FALSE))
+ nine_dump_D3DCAPS9(DBG_CHANNEL, pCaps);
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI
+NineAdapter9_CreateDevice( struct NineAdapter9 *This,
+ UINT RealAdapter,
+ D3DDEVTYPE DeviceType,
+ HWND hFocusWindow,
+ DWORD BehaviorFlags,
+ D3DPRESENT_PARAMETERS *pPresentationParameters,
+ IDirect3D9 *pD3D9,
+ ID3DPresentGroup *pPresentationGroup,
+ IDirect3DDevice9 **ppReturnedDeviceInterface )
+{
+ struct pipe_screen *screen;
+ D3DDEVICE_CREATION_PARAMETERS params;
+ D3DCAPS9 caps;
+ int major, minor;
+ HRESULT hr;
+
+ DBG("This=%p RealAdapter=%u DeviceType=%s hFocusWindow=%p "
+ "BehaviourFlags=%x " "pD3D9=%p pPresentationGroup=%p "
+ "ppReturnedDeviceInterface=%p\n", This,
+ RealAdapter, nine_D3DDEVTYPE_to_str(DeviceType), hFocusWindow,
+ BehaviorFlags, pD3D9, pPresentationGroup, ppReturnedDeviceInterface);
+
+ ID3DPresentGroup_GetVersion(pPresentationGroup, &major, &minor);
+ if (major != 1) {
+ ERR("Doesn't support the ID3DPresentGroup version %d %d. Expected 1\n",
+ major, minor);
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr)) {
+ DBG("Failed to get pipe_screen.\n");
+ return hr;
+ }
+
+ hr = NineAdapter9_GetDeviceCaps(This, DeviceType, &caps);
+ if (FAILED(hr)) {
+ DBG("Failed to get device caps.\n");
+ return hr;
+ }
+
+ params.AdapterOrdinal = RealAdapter;
+ params.DeviceType = DeviceType;
+ params.hFocusWindow = hFocusWindow;
+ params.BehaviorFlags = BehaviorFlags;
+
+ hr = NineDevice9_new(screen, &params, &caps, pPresentationParameters,
+ pD3D9, pPresentationGroup, This->ctx,
+ (struct NineDevice9 **)ppReturnedDeviceInterface);
+ if (FAILED(hr)) {
+ DBG("Failed to create device.\n");
+ return hr;
+ }
+ DBG("NineDevice9 created successfully.\n");
+
+ return D3D_OK;
+}
+
+HRESULT WINAPI
+NineAdapter9_CreateDeviceEx( struct NineAdapter9 *This,
+ UINT RealAdapter,
+ D3DDEVTYPE DeviceType,
+ HWND hFocusWindow,
+ DWORD BehaviorFlags,
+ D3DPRESENT_PARAMETERS *pPresentationParameters,
+ D3DDISPLAYMODEEX *pFullscreenDisplayMode,
+ IDirect3D9Ex *pD3D9Ex,
+ ID3DPresentGroup *pPresentationGroup,
+ IDirect3DDevice9Ex **ppReturnedDeviceInterface )
+{
+ struct pipe_screen *screen;
+ D3DDEVICE_CREATION_PARAMETERS params;
+ D3DCAPS9 caps;
+ int major, minor;
+ HRESULT hr;
+
+ DBG("This=%p RealAdapter=%u DeviceType=%s hFocusWindow=%p "
+ "BehaviourFlags=%x " "pD3D9Ex=%p pPresentationGroup=%p "
+ "ppReturnedDeviceInterface=%p\n", This,
+ RealAdapter, nine_D3DDEVTYPE_to_str(DeviceType), hFocusWindow,
+ BehaviorFlags, pD3D9Ex, pPresentationGroup, ppReturnedDeviceInterface);
+
+ ID3DPresentGroup_GetVersion(pPresentationGroup, &major, &minor);
+ if (major != 1) {
+ ERR("Doesn't support the ID3DPresentGroup version %d %d. Expected 1\n",
+ major, minor);
+ return D3DERR_NOTAVAILABLE;
+ }
+
+ hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
+ if (FAILED(hr)) {
+ DBG("Failed to get pipe_screen.\n");
+ return hr;
+ }
+
+ hr = NineAdapter9_GetDeviceCaps(This, DeviceType, &caps);
+ if (FAILED(hr)) {
+ DBG("Failed to get device caps.\n");
+ return hr;
+ }
+
+ params.AdapterOrdinal = RealAdapter;
+ params.DeviceType = DeviceType;
+ params.hFocusWindow = hFocusWindow;
+ params.BehaviorFlags = BehaviorFlags;
+
+ hr = NineDevice9Ex_new(screen, &params, &caps, pPresentationParameters,
+ pFullscreenDisplayMode,
+ pD3D9Ex, pPresentationGroup, This->ctx,
+ (struct NineDevice9Ex **)ppReturnedDeviceInterface);
+ if (FAILED(hr)) {
+ DBG("Failed to create device.\n");
+ return hr;
+ }
+ DBG("NineDevice9Ex created successfully.\n");
+
+ return D3D_OK;
+}
+
+ID3DAdapter9Vtbl NineAdapter9_vtable = {
+ (void *)NineUnknown_QueryInterface,
+ (void *)NineUnknown_AddRef,
+ (void *)NineUnknown_Release,
+ (void *)NineAdapter9_GetAdapterIdentifier,
+ (void *)NineAdapter9_CheckDeviceType,
+ (void *)NineAdapter9_CheckDeviceFormat,
+ (void *)NineAdapter9_CheckDeviceMultiSampleType,
+ (void *)NineAdapter9_CheckDepthStencilMatch,
+ (void *)NineAdapter9_CheckDeviceFormatConversion,
+ (void *)NineAdapter9_GetDeviceCaps,
+ (void *)NineAdapter9_CreateDevice,
+ (void *)NineAdapter9_CreateDeviceEx
+};
+
+static const GUID *NineAdapter9_IIDs[] = {
+ &IID_ID3D9Adapter,
+ &IID_IUnknown,
+ NULL
+};
+
+HRESULT
+NineAdapter9_new( struct d3dadapter9_context *pCTX,
+ struct NineAdapter9 **ppOut )
+{
+ NINE_NEW(Adapter9, ppOut, FALSE, /* args */ pCTX);
+}