diff options
Diffstat (limited to 'src/gallium/state_trackers/nine/adapter9.c')
-rw-r--r-- | src/gallium/state_trackers/nine/adapter9.c | 1091 |
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, ¶ms, &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, ¶ms, &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); +} |