Exemple #1
0
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;
}
Exemple #2
0
HRESULT NINE_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_checked(screen, AdapterFormat, PIPE_TEXTURE_2D, 0,
                                       PIPE_BIND_DISPLAY_TARGET |
                                       PIPE_BIND_SHARED, FALSE, FALSE);
    bfmt = d3d9_to_pipe_format_checked(screen, RenderTargetFormat,
                                       PIPE_TEXTURE_2D, 0,
                                       PIPE_BIND_RENDER_TARGET, FALSE, FALSE);
    if (RenderTargetFormat == D3DFMT_NULL)
        bfmt = dfmt;
    zsfmt = d3d9_to_pipe_format_checked(screen, DepthStencilFormat,
                                        PIPE_TEXTURE_2D, 0,
                                        d3d9_get_pipe_depth_format_bindings(DepthStencilFormat),
                                        FALSE, FALSE);
    if (dfmt == PIPE_FORMAT_NONE ||
        bfmt == PIPE_FORMAT_NONE ||
        zsfmt == PIPE_FORMAT_NONE) {
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}
Exemple #3
0
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;

    if (depth_stencil_format(SurfaceFormat))
        bind = d3d9_get_pipe_depth_format_bindings(SurfaceFormat);
    else /* render-target */
        bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_TRANSFER_READ |
               PIPE_BIND_TRANSFER_WRITE | PIPE_BIND_RENDER_TARGET;

    pf = d3d9_to_pipe_format_checked(screen, SurfaceFormat, PIPE_TEXTURE_2D,
                                     MultiSampleType, bind, FALSE);

    if (pf == PIPE_FORMAT_NONE) {
        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;
}
Exemple #4
0
HRESULT NINE_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; }

    /* The display format is not handled in Nine. We always present an XRGB8888
     * buffer (and the display server will eventually do the conversion). We probably
     * don't need to check for anything for the adapter format support, since if the
     * display server advertise support, it will likely be able to do the conversion.
     * We do the approximation that a format is available in the display server if
     * the format passes with NINE_BIND_BACKBUFFER_FLAGS */
    dfmt = d3d9_to_pipe_format_checked(screen, AdapterFormat, PIPE_TEXTURE_2D,
                                       1,
                                       NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
    bfmt = d3d9_to_pipe_format_checked(screen, BackBufferFormat, PIPE_TEXTURE_2D,
                                       1,
                                       NINE_BIND_BACKBUFFER_FLAGS, FALSE, FALSE);
    if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
        DBG("Unsupported Adapter/BackBufferFormat.\n");
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}
Exemple #5
0
HRESULT NINE_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_checked(screen, TargetFormat, PIPE_TEXTURE_2D, 1,
                                       PIPE_BIND_DISPLAY_TARGET |
                                       PIPE_BIND_SHARED, FALSE, FALSE);
    bfmt = d3d9_to_pipe_format_checked(screen, SourceFormat, PIPE_TEXTURE_2D, 1,
                                       PIPE_BIND_DISPLAY_TARGET |
                                       PIPE_BIND_SHARED, FALSE, FALSE);

    if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
        DBG("%s to %s not supported.\n",
            d3dformat_to_string(SourceFormat),
            d3dformat_to_string(TargetFormat));
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}
Exemple #6
0
HRESULT NINE_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_checked(screen, AdapterFormat, PIPE_TEXTURE_2D,
                                       1,
                                       PIPE_BIND_DISPLAY_TARGET |
                                       PIPE_BIND_SHARED, FALSE, FALSE);
    bfmt = d3d9_to_pipe_format_checked(screen, BackBufferFormat, PIPE_TEXTURE_2D,
                                       1,
                                       PIPE_BIND_DISPLAY_TARGET |
                                       PIPE_BIND_SHARED, FALSE, FALSE);
    if (dfmt == PIPE_FORMAT_NONE || bfmt == PIPE_FORMAT_NONE) {
        DBG("Unsupported Adapter/BackBufferFormat.\n");
        return D3DERR_NOTAVAILABLE;
    }

    return D3D_OK;
}
Exemple #7
0
HRESULT NINE_WINAPI
NineAdapter9_GetDeviceCaps( struct NineAdapter9 *This,
                            D3DDEVTYPE DeviceType,
                            D3DCAPS9 *pCaps )
{
    struct pipe_screen *screen;
    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))

    pCaps->DeviceType = DeviceType;

    pCaps->AdapterOrdinal = 0;

    pCaps->Caps = D3DCAPS_READ_SCANLINE;

    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: advertise if Ex and dx10 able card */
                               D3DPMISCCAPS_FOGANDSPECULARALPHA | /* Note: documentation of the flag is wrong */
                               D3DPIPECAP(BLEND_EQUATION_SEPARATE, D3DPMISCCAPS_SEPARATEALPHABLEND) |
                               D3DPIPECAP(MIXED_COLORBUFFER_FORMATS, D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) |
                               D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING |
                               D3DPMISCCAPS_FOGVERTEXCLAMPED;
    if (!screen->get_param(screen, PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION))
        pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_CLIPTLVERTS;

    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_NEVER |
                          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_SIZE, 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 =screen->get_param(screen,
                                              PIPE_CAP_MAX_TEXTURE_2D_SIZE);
    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);

    /* Values for GeForce 9600 GT */
    pCaps->MaxVertexW = 1e10f;
    pCaps->GuardBandLeft = -1e9f;
    pCaps->GuardBandTop = -1e9f;
    pCaps->GuardBandRight = 1e9f;
    pCaps->GuardBandBottom = 1e9f;
    pCaps->ExtentsAdjust = 0.0f;

    pCaps->StencilCaps =
        D3DSTENCILCAPS_KEEP |
        D3DSTENCILCAPS_ZERO |
        D3DSTENCILCAPS_REPLACE |
        D3DSTENCILCAPS_INCRSAT |
        D3DSTENCILCAPS_DECRSAT |
        D3DSTENCILCAPS_INVERT |
        D3DSTENCILCAPS_INCR |
        D3DSTENCILCAPS_DECR |
        D3DSTENCILCAPS_TWOSIDED;

    pCaps->FVFCaps =
        8 | /* 8 textures max */
        /*D3DFVFCAPS_DONOTSTRIPELEMENTS |*/
        D3DFVFCAPS_PSIZE;

    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 = 8;

    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 = 8; /* D3DTS_WORLDMATRIX(0..8) */

    pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH);

    pCaps->MaxPrimitiveCount = 0x555555; /* <- wine, really 0xFFFFFFFF; */
    pCaps->MaxVertexIndex = 0xFFFFFF; /* <- 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 = 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 = D3DPS_VERSION(3,0);
    /* Value for GeForce 9600 GT */
    pCaps->PixelShader1xMaxValue = 65504.f;

    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;

    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);
    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;
}
Exemple #8
0
HRESULT NINE_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);

    if (pQualityLevels) {
        /* In error cases return only 1 quality level supported */
        *pQualityLevels = 1;
    }
    user_assert(MultiSampleType <= D3DMULTISAMPLE_16_SAMPLES, D3DERR_INVALIDCALL);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr))
        return hr;

    if (depth_stencil_format(SurfaceFormat))
        bind = d3d9_get_pipe_depth_format_bindings(SurfaceFormat);
    else /* render-target */
        bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET;

    pf = d3d9_to_pipe_format_checked(screen, SurfaceFormat, PIPE_TEXTURE_2D,
                                     0, PIPE_BIND_SAMPLER_VIEW, FALSE, FALSE);

    if (pf == PIPE_FORMAT_NONE && SurfaceFormat != D3DFMT_NULL) {
        DBG("%s not available.\n", d3dformat_to_string(SurfaceFormat));
        return D3DERR_INVALIDCALL;
    }

    pf = d3d9_to_pipe_format_checked(screen, SurfaceFormat, PIPE_TEXTURE_2D,
                                     MultiSampleType, bind, FALSE, FALSE);

    if (pf == PIPE_FORMAT_NONE && SurfaceFormat != D3DFMT_NULL) {
        DBG("%s with %u samples not available.\n",
            d3dformat_to_string(SurfaceFormat), MultiSampleType);
        return D3DERR_NOTAVAILABLE;
    }

    if (pQualityLevels) {
        /* NONMASKABLE MultiSampleType might have more than one quality level,
         * while MASKABLE MultiSampleTypes have only one level.
         * Advertise quality levels and map each level to a sample count. */
         (void ) d3dmultisample_type_check(screen, SurfaceFormat,
                 &MultiSampleType, D3DMULTISAMPLE_16_SAMPLES, pQualityLevels);
         DBG("advertising %u quality levels\n", *pQualityLevels);
    }

    return D3D_OK;
}
Exemple #9
0
HRESULT NINE_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;
    boolean srgb;

    /* Check adapter format. */

    DBG("This=%p DeviceType=%s AdapterFormat=%s\n", This,
        nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat));
    DBG("Usage=%x RType=%u CheckFormat=%s\n", Usage, RType,
        d3dformat_to_string(CheckFormat));

    user_assert(display_format(AdapterFormat, FALSE), D3DERR_INVALIDCALL);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr))
        return hr;
    pf = d3d9_to_pipe_format_checked(screen, AdapterFormat, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED, FALSE, FALSE);
    if (pf == PIPE_FORMAT_NONE) {
        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) {
        if (!depth_stencil_format(CheckFormat))
            return D3DERR_NOTAVAILABLE;
        bind |= d3d9_get_pipe_depth_format_bindings(CheckFormat);
    }

    /* 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;

    /* RESZ hack */
    if (CheckFormat == D3DFMT_RESZ && bind == PIPE_BIND_RENDER_TARGET &&
        RType == D3DRTYPE_SURFACE)
        return screen->get_param(screen, PIPE_CAP_MULTISAMPLE_Z_RESOLVE) ?
               D3D_OK : D3DERR_NOTAVAILABLE;

    /* ATOC hack */
    if (CheckFormat == D3DFMT_ATOC && RType == D3DRTYPE_SURFACE)
        return D3D_OK;

    if ((Usage & D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) &&
        (Usage & D3DUSAGE_RENDERTARGET))
        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;
    case D3DRTYPE_SURFACE:
        if (!(Usage & D3DUSAGE_DEPTHSTENCIL))
            bind |= PIPE_BIND_SAMPLER_VIEW; /* StretchRect */
        /* Offscreen surface support: Usage = 0.
         * In practice drivers are very restrictive on the formats supported.
         * Basically a few common formats + YUV and compressed formats. The
         * reason is that offscreen surface are useful only for directdraw
         * compatibility (a WONTIMPL of nine) + format conversion (useful in
         * particular for YUV because the format was not advertised for textures
         * on NV chips). */
        if (Usage == 0)
            bind |= PIPE_BIND_RENDER_TARGET; /* A current requirement of our impl, which we should get rid of. */
    default:
        break;
    }


    srgb = (Usage & (D3DUSAGE_QUERY_SRGBREAD | D3DUSAGE_QUERY_SRGBWRITE)) != 0;
    pf = d3d9_to_pipe_format_checked(screen, CheckFormat, target,
                                     0, bind, srgb, FALSE);
    if (pf == PIPE_FORMAT_NONE) {
        DBG("NOT AVAILABLE\n");
        return D3DERR_NOTAVAILABLE;
    }

    /* we support ATI1 and ATI2 hack only for 2D and Cube textures */
    if (RType != D3DRTYPE_TEXTURE && RType != D3DRTYPE_CUBETEXTURE &&
        (CheckFormat == D3DFMT_ATI1 || CheckFormat == D3DFMT_ATI2))
        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;
}
Exemple #10
0
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;
    boolean srgb;

    /* Check adapter format. */

    DBG("This=%p DeviceType=%s AdapterFormat=%s\n", This,
        nine_D3DDEVTYPE_to_str(DeviceType), d3dformat_to_string(AdapterFormat));
    DBG("Usage=%x RType=%u CheckFormat=%s\n", Usage, RType,
        d3dformat_to_string(CheckFormat));

    user_assert(display_format(AdapterFormat, FALSE), D3DERR_INVALIDCALL);

    hr = NineAdapter9_GetScreen(This, DeviceType, &screen);
    if (FAILED(hr))
        return hr;
    pf = d3d9_to_pipe_format_checked(screen, AdapterFormat, PIPE_TEXTURE_2D, 0,
                                     PIPE_BIND_DISPLAY_TARGET |
                                     PIPE_BIND_SHARED, FALSE);
    if (pf == PIPE_FORMAT_NONE) {
        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;

    /* RESZ hack */
    if (CheckFormat == D3DFMT_RESZ && bind == PIPE_BIND_RENDER_TARGET &&
        RType == D3DRTYPE_SURFACE)
        return screen->get_param(screen, PIPE_CAP_MULTISAMPLE_Z_RESOLVE) ?
               D3D_OK : D3DERR_NOTAVAILABLE;

    /* ATOC hack */
    if (CheckFormat == D3DFMT_ATOC && RType == D3DRTYPE_SURFACE)
        return D3D_OK;

    if ((Usage & D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) &&
        (Usage & D3DUSAGE_RENDERTARGET))
        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;
    }


    srgb = (Usage & (D3DUSAGE_QUERY_SRGBREAD | D3DUSAGE_QUERY_SRGBWRITE)) != 0;
    pf = d3d9_to_pipe_format_checked(screen, CheckFormat, target, 0, bind, srgb);
    if (pf == PIPE_FORMAT_NONE) {
        DBG("NOT AVAILABLE\n");
        return D3DERR_NOTAVAILABLE;
    }

    /* we support ATI1 and ATI2 hack only for 2D textures */
    if (RType != D3DRTYPE_TEXTURE && (CheckFormat == D3DFMT_ATI1 || CheckFormat == D3DFMT_ATI2))
        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;
}