wined3d: Rename ATI to AMD.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
347 {
348     ULONG refcount = InterlockedIncrement(&wined3d->ref);
349
350     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
351
352     return refcount;
353 }
354
355 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
356 {
357     ULONG refcount = InterlockedDecrement(&wined3d->ref);
358
359     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
360
361     if (!refcount)
362     {
363         unsigned int i;
364
365         for (i = 0; i < wined3d->adapter_count; ++i)
366         {
367             wined3d_adapter_cleanup(&wined3d->adapters[i]);
368         }
369         HeapFree(GetProcessHeap(), 0, wined3d);
370     }
371
372     return refcount;
373 }
374
375 /**********************************************************
376  * IWineD3D parts follows
377  **********************************************************/
378
379 /* GL locking is done by the caller */
380 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
381 {
382     GLuint prog;
383     BOOL ret = FALSE;
384     const char *testcode =
385         "!!ARBvp1.0\n"
386         "PARAM C[66] = { program.env[0..65] };\n"
387         "ADDRESS A0;"
388         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
389         "ARL A0.x, zero.x;\n"
390         "MOV result.position, C[A0.x + 65];\n"
391         "END\n";
392
393     while(glGetError());
394     GL_EXTCALL(glGenProgramsARB(1, &prog));
395     if(!prog) {
396         ERR("Failed to create an ARB offset limit test program\n");
397     }
398     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
399     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
400                                   strlen(testcode), testcode));
401     if (glGetError())
402     {
403         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
404         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
405         ret = TRUE;
406     } else TRACE("OpenGL implementation allows offsets > 63\n");
407
408     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
409     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
410     checkGLcall("ARB vp offset limit test cleanup");
411
412     return ret;
413 }
414
415 static DWORD ver_for_ext(GL_SupportedExt ext)
416 {
417     unsigned int i;
418     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
419         if(EXTENSION_MAP[i].extension == ext) {
420             return EXTENSION_MAP[i].version;
421         }
422     }
423     return 0;
424 }
425
426 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
427         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
428 {
429     if (card_vendor != HW_VENDOR_AMD) return FALSE;
430     if (device == CARD_AMD_RADEON_9500) return TRUE;
431     if (device == CARD_AMD_RADEON_X700) return TRUE;
432     if (device == CARD_AMD_RADEON_X1600) return TRUE;
433     return FALSE;
434 }
435
436 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
437         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
438 {
439     if (card_vendor == HW_VENDOR_NVIDIA)
440     {
441         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
442             device == CARD_NVIDIA_GEFORCEFX_5600 ||
443             device == CARD_NVIDIA_GEFORCEFX_5800)
444         {
445             return TRUE;
446         }
447     }
448     return FALSE;
449 }
450
451 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 {
454     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
455      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
456      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
457      *
458      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
459      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
460      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
461      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
462      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
463      * the chance that other implementations support them is rather small since Win32 QuickTime uses
464      * DirectDraw, not OpenGL.
465      *
466      * This test has been moved into wined3d_guess_gl_vendor()
467      */
468     if (gl_vendor == GL_VENDOR_APPLE)
469     {
470         return TRUE;
471     }
472     return FALSE;
473 }
474
475 /* Context activation is done by the caller. */
476 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
477 {
478     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
479      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
480      * all the texture. This function detects this bug by its symptom and disables PBOs
481      * if the test fails.
482      *
483      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
484      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
485      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
486      * read back is compared to the original. If they are equal PBOs are assumed to work,
487      * otherwise the PBO extension is disabled. */
488     GLuint texture, pbo;
489     static const unsigned int pattern[] =
490     {
491         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
492         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
493         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
494         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
495     };
496     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
497
498     /* No PBO -> No point in testing them. */
499     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
500
501     ENTER_GL();
502
503     while (glGetError());
504     glGenTextures(1, &texture);
505     glBindTexture(GL_TEXTURE_2D, texture);
506
507     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
508     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
509     checkGLcall("Specifying the PBO test texture");
510
511     GL_EXTCALL(glGenBuffersARB(1, &pbo));
512     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
513     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
514     checkGLcall("Specifying the PBO test pbo");
515
516     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
517     checkGLcall("Loading the PBO test texture");
518
519     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
520     LEAVE_GL();
521
522     wglFinish(); /* just to be sure */
523
524     memset(check, 0, sizeof(check));
525     ENTER_GL();
526     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
527     checkGLcall("Reading back the PBO test texture");
528
529     glDeleteTextures(1, &texture);
530     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
531     checkGLcall("PBO test cleanup");
532
533     LEAVE_GL();
534
535     if (memcmp(check, pattern, sizeof(check)))
536     {
537         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
538         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
539         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
540     }
541     else
542     {
543         TRACE_(d3d_caps)("PBO test successful.\n");
544     }
545 }
546
547 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
548         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
549 {
550     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
551 }
552
553 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
554         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
555 {
556     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
557     if (card_vendor != HW_VENDOR_AMD) return FALSE;
558     if (device == CARD_AMD_RADEON_X1600) return FALSE;
559     return TRUE;
560 }
561
562 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     return gl_vendor == GL_VENDOR_FGLRX;
566
567 }
568
569 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
570         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 {
572     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
573      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
574      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
575      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
576      * hardcoded
577      *
578      * dx10 cards usually have 64 varyings */
579     return gl_info->limits.glsl_varyings > 44;
580 }
581
582 /* A GL context is provided by the caller */
583 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
585 {
586     GLenum error;
587     DWORD data[16];
588
589     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
590
591     ENTER_GL();
592     while(glGetError());
593     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
594     error = glGetError();
595     LEAVE_GL();
596
597     if(error == GL_NO_ERROR)
598     {
599         TRACE("GL Implementation accepts 4 component specular color pointers\n");
600         return TRUE;
601     }
602     else
603     {
604         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
605               debug_glerror(error));
606         return FALSE;
607     }
608 }
609
610 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
611         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
612 {
613     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
614     return gl_info->supported[NV_TEXTURE_SHADER];
615 }
616
617 /* A GL context is provided by the caller */
618 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
620 {
621     GLuint prog;
622     BOOL ret = FALSE;
623     GLint pos;
624     const char *testcode =
625         "!!ARBvp1.0\n"
626         "OPTION NV_vertex_program2;\n"
627         "MOV result.clip[0], 0.0;\n"
628         "MOV result.position, 0.0;\n"
629         "END\n";
630
631     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
632
633     ENTER_GL();
634     while(glGetError());
635
636     GL_EXTCALL(glGenProgramsARB(1, &prog));
637     if(!prog)
638     {
639         ERR("Failed to create the NVvp clip test program\n");
640         LEAVE_GL();
641         return FALSE;
642     }
643     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
644     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
645                                   strlen(testcode), testcode));
646     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
647     if(pos != -1)
648     {
649         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
650         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
651         ret = TRUE;
652         while(glGetError());
653     }
654     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
655
656     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
657     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
658     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
659
660     LEAVE_GL();
661     return ret;
662 }
663
664 /* Context activation is done by the caller. */
665 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
666         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
667 {
668     char data[4 * 4 * 4];
669     GLuint tex, fbo;
670     GLenum status;
671
672     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
673
674     memset(data, 0xcc, sizeof(data));
675
676     ENTER_GL();
677
678     glGenTextures(1, &tex);
679     glBindTexture(GL_TEXTURE_2D, tex);
680     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
681     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
683     checkGLcall("glTexImage2D");
684
685     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
686     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
687     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
688     checkGLcall("glFramebufferTexture2D");
689
690     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
691     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
692     checkGLcall("glCheckFramebufferStatus");
693
694     memset(data, 0x11, sizeof(data));
695     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
696     checkGLcall("glTexSubImage2D");
697
698     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
699     glClear(GL_COLOR_BUFFER_BIT);
700     checkGLcall("glClear");
701
702     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
703     checkGLcall("glGetTexImage");
704
705     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
706     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
707     glBindTexture(GL_TEXTURE_2D, 0);
708     checkGLcall("glBindTexture");
709
710     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
711     glDeleteTextures(1, &tex);
712     checkGLcall("glDeleteTextures");
713
714     LEAVE_GL();
715
716     return *(DWORD *)data == 0x11111111;
717 }
718
719 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
720 {
721     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
722     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
723     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
724     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
725 }
726
727 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
728 {
729     quirk_arb_constants(gl_info);
730     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
731      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
732      * allow 48 different offsets or other helper immediate values. */
733     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
734     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
735 }
736
737 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
738  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
739  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
740  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
741  * most games, but avoids the crash
742  *
743  * A more sophisticated way would be to find all units that need texture coordinates and enable
744  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
745  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
746  *
747  * Note that disabling the extension entirely does not gain predictability because there is no point
748  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
749 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
750 {
751     if (gl_info->supported[ARB_POINT_SPRITE])
752     {
753         TRACE("Limiting point sprites to one texture unit.\n");
754         gl_info->limits.point_sprite_units = 1;
755     }
756 }
757
758 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
759 {
760     quirk_arb_constants(gl_info);
761
762     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
763      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
764      * If real NP2 textures are used, the driver falls back to software. We could just remove the
765      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
766      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
767      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
768      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
769      *
770      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
771      * has this extension promoted to core. The extension loading code sets this extension supported
772      * due to that, so this code works on fglrx as well. */
773     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
774     {
775         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
776         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
777         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
778     }
779
780     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
781      * it is generally more efficient. Reserve just 8 constants. */
782     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
783     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
784 }
785
786 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
787 {
788     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
789      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
790      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
791      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
792      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
793      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
794      *
795      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
796      *  triggering the software fallback. There is not much we can do here apart from disabling the
797      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
798      *  in IWineD3DImpl_FillGLCaps).
799      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
800      *  post-processing effects in the game "Max Payne 2").
801      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
802     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
803     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
804     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
805 }
806
807 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
808 {
809     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
810      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
811      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
812      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
813      * according to the spec.
814      *
815      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
816      * makes the shader slower and eats instruction slots which should be available to the d3d app.
817      *
818      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
819      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
820      * this workaround is activated on cards that do not need it, it won't break things, just affect
821      * performance negatively. */
822     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
823     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
824 }
825
826 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
827 {
828     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
829 }
830
831 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
832 {
833     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
834 }
835
836 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
837 {
838     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
839     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
840 }
841
842 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
843 {
844     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
845 }
846
847 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
848 {
849     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
850 }
851
852 struct driver_quirk
853 {
854     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
855             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
856     void (*apply)(struct wined3d_gl_info *gl_info);
857     const char *description;
858 };
859
860 static const struct driver_quirk quirk_table[] =
861 {
862     {
863         match_amd_r300_to_500,
864         quirk_amd_dx9,
865         "AMD GLSL constant and normalized texrect quirk"
866     },
867     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
868      * used it falls back to software. While the compiler can detect if the shader uses all declared
869      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
870      * using relative addressing falls back to software.
871      *
872      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
873     {
874         match_apple,
875         quirk_apple_glsl_constants,
876         "Apple GLSL uniform override"
877     },
878     {
879         match_geforce5,
880         quirk_no_np2,
881         "Geforce 5 NP2 disable"
882     },
883     {
884         match_apple_intel,
885         quirk_texcoord_w,
886         "Init texcoord .w for Apple Intel GPU driver"
887     },
888     {
889         match_apple_nonr500ati,
890         quirk_texcoord_w,
891         "Init texcoord .w for Apple ATI >= r600 GPU driver"
892     },
893     {
894         match_fglrx,
895         quirk_one_point_sprite,
896         "Fglrx point sprite crash workaround"
897     },
898     {
899         match_dx10_capable,
900         quirk_clip_varying,
901         "Reserved varying for gl_ClipPos"
902     },
903     {
904         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
905          * GL implementations accept it. The Mac GL is the only implementation known to
906          * reject it.
907          *
908          * If we can pass 4 component specular colors, do it, because (a) we don't have
909          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
910          * passes specular alpha to the pixel shader if any is used. Otherwise the
911          * specular alpha is used to pass the fog coordinate, which we pass to opengl
912          * via GL_EXT_fog_coord.
913          */
914         match_allows_spec_alpha,
915         quirk_allows_specular_alpha,
916         "Allow specular alpha quirk"
917     },
918     {
919         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
920          * (rdar://5682521).
921          */
922         match_apple_nvts,
923         quirk_apple_nvts,
924         "Apple NV_texture_shader disable"
925     },
926     {
927         match_broken_nv_clip,
928         quirk_disable_nvvp_clip,
929         "Apple NV_vertex_program clip bug quirk"
930     },
931     {
932         match_fbo_tex_update,
933         quirk_fbo_tex_update,
934         "FBO rebind for attachment updates"
935     },
936 };
937
938 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
939  * reporting a driver version is moot because we are not the Windows driver, and we have different
940  * bugs, features, etc.
941  *
942  * The driver version has the form "x.y.z.w".
943  *
944  * "x" is the Windows version the driver is meant for:
945  * 4 -> 95/98/NT4
946  * 5 -> 2000
947  * 6 -> 2000/XP
948  * 7 -> Vista
949  * 8 -> Win 7
950  *
951  * "y" is the maximum Direct3D version the driver supports.
952  * y  -> d3d version mapping:
953  * 11 -> d3d6
954  * 12 -> d3d7
955  * 13 -> d3d8
956  * 14 -> d3d9
957  * 15 -> d3d10
958  * 16 -> d3d10.1
959  * 17 -> d3d11
960  *
961  * "z" is the subversion number.
962  *
963  * "w" is the vendor specific driver build number.
964  */
965
966 struct driver_version_information
967 {
968     enum wined3d_display_driver driver;
969     enum wined3d_driver_model driver_model;
970     const char *driver_name;            /* name of Windows driver */
971     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
972     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
973     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
974 };
975
976 /* The driver version table contains driver information for different devices on several OS versions. */
977 static const struct driver_version_information driver_version_table[] =
978 {
979     /* AMD
980      * - Radeon HD2x00 (R600) and up supported by current drivers.
981      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
982      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
983      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
984     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
985     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
986     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
987     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
988     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
989     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
990
991     /* Intel
992      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
993      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
994      * igxprd32.dll but the GMA800 driver was never updated. */
995     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
996     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
997     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
998     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
999     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1000     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1001
1002     /* Nvidia
1003      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1004      * - GeforceFX support is up to 173.x on <= XP
1005      * - Geforce2MX/3/4 up to 96.x on <= XP
1006      * - TNT/Geforce1/2 up to 71.x on <= XP
1007      * All version numbers used below are from the Linux nvidia drivers. */
1008     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1009     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1010     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1011     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1012     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1013 };
1014
1015 struct gpu_description
1016 {
1017     WORD vendor;                    /* reported PCI card vendor ID  */
1018     WORD card;                      /* reported PCI card device ID  */
1019     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1020     enum wined3d_display_driver driver;
1021     unsigned int vidmem;
1022 };
1023
1024 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1025  * found on a board containing a specific GPU. */
1026 static const struct gpu_description gpu_description_table[] =
1027 {
1028     /* Nvidia cards */
1029     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1030     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1031     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1032     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1033     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1034     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1035     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1036     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1037     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1038     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1039     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1040     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1041     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1042     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1043     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1044     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1045     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1046     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1047     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1072     /* AMD cards */
1073     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1074     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1075     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1076     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1077     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1078     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1079     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1080     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1081     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1082     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1083     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1084     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1085     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1086     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1087     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1088     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1089     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1090     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1091     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1092     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1093     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1094     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1095     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1096     /* Intel cards */
1097     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1098     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1099     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1100     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1101     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1102     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1103     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1104     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1105 };
1106
1107 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1108         enum wined3d_driver_model driver_model)
1109 {
1110     unsigned int i;
1111
1112     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1113     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1114     {
1115         const struct driver_version_information *entry = &driver_version_table[i];
1116
1117         if (entry->driver == driver && entry->driver_model == driver_model)
1118         {
1119             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1120                 entry->driver_name, entry->version, entry->subversion, entry->build);
1121
1122             return entry;
1123         }
1124     }
1125     return NULL;
1126 }
1127
1128 static void init_driver_info(struct wined3d_driver_info *driver_info,
1129         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1130 {
1131     OSVERSIONINFOW os_version;
1132     WORD driver_os_version;
1133     unsigned int i;
1134     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1135     enum wined3d_driver_model driver_model;
1136     const struct driver_version_information *version_info;
1137
1138     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1139     {
1140         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1141         vendor = wined3d_settings.pci_vendor_id;
1142     }
1143     driver_info->vendor = vendor;
1144
1145     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1146     {
1147         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1148         device = wined3d_settings.pci_device_id;
1149     }
1150     driver_info->device = device;
1151
1152     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1153      * overrides the pci ids to a card which is not in our database. */
1154     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1155
1156     memset(&os_version, 0, sizeof(os_version));
1157     os_version.dwOSVersionInfoSize = sizeof(os_version);
1158     if (!GetVersionExW(&os_version))
1159     {
1160         ERR("Failed to get OS version, reporting 2000/XP.\n");
1161         driver_os_version = 6;
1162         driver_model = DRIVER_MODEL_NT5X;
1163     }
1164     else
1165     {
1166         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1167         switch (os_version.dwMajorVersion)
1168         {
1169             case 4:
1170                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1171                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1172                  */
1173                 driver_os_version = 4;
1174                 driver_model = DRIVER_MODEL_WIN9X;
1175                 break;
1176
1177             case 5:
1178                 driver_os_version = 6;
1179                 driver_model = DRIVER_MODEL_NT5X;
1180                 break;
1181
1182             case 6:
1183                 if (os_version.dwMinorVersion == 0)
1184                 {
1185                     driver_os_version = 7;
1186                     driver_model = DRIVER_MODEL_NT6X;
1187                 }
1188                 else
1189                 {
1190                     if (os_version.dwMinorVersion > 1)
1191                     {
1192                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1193                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1194                     }
1195                     driver_os_version = 8;
1196                     driver_model = DRIVER_MODEL_NT6X;
1197                 }
1198                 break;
1199
1200             default:
1201                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1202                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1203                 driver_os_version = 6;
1204                 driver_model = DRIVER_MODEL_NT5X;
1205                 break;
1206         }
1207     }
1208
1209     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1210      * This means that unless the ids are overriden, we will always find a GPU description. */
1211     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1212     {
1213         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1214         {
1215             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1216
1217             driver_info->description = gpu_description_table[i].description;
1218             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1219             driver = gpu_description_table[i].driver;
1220             break;
1221         }
1222     }
1223
1224     if (wined3d_settings.emulated_textureram)
1225     {
1226         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1227         driver_info->vidmem = wined3d_settings.emulated_textureram;
1228     }
1229
1230     /* Try to obtain driver version information for the current Windows version. This fails in
1231      * some cases:
1232      * - the gpu is not available on the currently selected OS version:
1233      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1234      *     version information for the current Windows version is returned instead of faked info.
1235      *     We do the same and assume the default Windows version to emulate is WinXP.
1236      *
1237      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1238      *     For now return the XP driver info. Perhaps later on we should return VESA.
1239      *
1240      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1241      *   This could be an indication that our database is not up to date, so this should be fixed.
1242      */
1243     version_info = get_driver_version_info(driver, driver_model);
1244     if (version_info)
1245     {
1246         driver_info->name = version_info->driver_name;
1247         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1248         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1249     }
1250     else
1251     {
1252         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1253         if (version_info)
1254         {
1255             driver_info->name = version_info->driver_name;
1256             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1257             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1258         }
1259         else
1260         {
1261             driver_info->description = "Direct3D HAL";
1262             driver_info->name = "Display";
1263             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1264             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1265
1266             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1267                     vendor, device, driver_model);
1268         }
1269     }
1270
1271     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1272             driver_info->version_high, driver_info->version_low);
1273 }
1274
1275 /* Context activation is done by the caller. */
1276 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1277         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1278 {
1279     unsigned int i;
1280
1281     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1282     {
1283         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1284         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1285         quirk_table[i].apply(gl_info);
1286     }
1287
1288     /* Find out if PBOs work as they are supposed to. */
1289     test_pbo_functionality(gl_info);
1290 }
1291
1292 static DWORD wined3d_parse_gl_version(const char *gl_version)
1293 {
1294     const char *ptr = gl_version;
1295     int major, minor;
1296
1297     major = atoi(ptr);
1298     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1299
1300     while (isdigit(*ptr)) ++ptr;
1301     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1302
1303     minor = atoi(ptr);
1304
1305     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1306
1307     return MAKEDWORD_VERSION(major, minor);
1308 }
1309
1310 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1311 {
1312
1313     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1314      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1315      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1316      *
1317      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1318      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1319      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1320      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1321      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1322      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1323      * DirectDraw, not OpenGL. */
1324     if (gl_info->supported[APPLE_FENCE]
1325             && gl_info->supported[APPLE_CLIENT_STORAGE]
1326             && gl_info->supported[APPLE_FLUSH_RENDER]
1327             && gl_info->supported[APPLE_YCBCR_422])
1328         return GL_VENDOR_APPLE;
1329
1330     if (strstr(gl_vendor_string, "NVIDIA"))
1331         return GL_VENDOR_NVIDIA;
1332
1333     if (strstr(gl_vendor_string, "ATI"))
1334         return GL_VENDOR_FGLRX;
1335
1336     if (strstr(gl_vendor_string, "Intel(R)")
1337             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1338             || strstr(gl_renderer, "Intel")
1339             || strstr(gl_vendor_string, "Intel Inc."))
1340         return GL_VENDOR_INTEL;
1341
1342     if (strstr(gl_vendor_string, "Mesa")
1343             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1344             || strstr(gl_vendor_string, "DRI R300 Project")
1345             || strstr(gl_vendor_string, "X.Org R300 Project")
1346             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1347             || strstr(gl_vendor_string, "VMware, Inc.")
1348             || strstr(gl_renderer, "Mesa")
1349             || strstr(gl_renderer, "Gallium"))
1350         return GL_VENDOR_MESA;
1351
1352     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1353             debugstr_a(gl_vendor_string));
1354
1355     return GL_VENDOR_UNKNOWN;
1356 }
1357
1358 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1359 {
1360     if (strstr(gl_vendor_string, "NVIDIA")
1361             || strstr(gl_vendor_string, "nouveau"))
1362         return HW_VENDOR_NVIDIA;
1363
1364     if (strstr(gl_vendor_string, "ATI")
1365             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1366             || strstr(gl_vendor_string, "X.Org R300 Project")
1367             || strstr(gl_renderer, "AMD")
1368             || strstr(gl_renderer, "R100")
1369             || strstr(gl_renderer, "R200")
1370             || strstr(gl_renderer, "R300")
1371             || strstr(gl_renderer, "R600")
1372             || strstr(gl_renderer, "R700"))
1373         return HW_VENDOR_AMD;
1374
1375     if (strstr(gl_vendor_string, "Intel(R)")
1376             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1377             || strstr(gl_renderer, "Intel")
1378             || strstr(gl_vendor_string, "Intel Inc."))
1379         return HW_VENDOR_INTEL;
1380
1381     if (strstr(gl_vendor_string, "Mesa")
1382             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1383             || strstr(gl_vendor_string, "VMware, Inc."))
1384         return HW_VENDOR_SOFTWARE;
1385
1386     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1387
1388     return HW_VENDOR_NVIDIA;
1389 }
1390
1391
1392
1393 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1394         const char *gl_renderer)
1395 {
1396     unsigned int i;
1397
1398     if (WINE_D3D10_CAPABLE(gl_info))
1399     {
1400         static const struct
1401         {
1402             const char *renderer;
1403             enum wined3d_pci_device id;
1404         }
1405         cards[] =
1406         {
1407             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1408             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1409             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1410             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1411             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1412             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1413             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1414             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1415             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1416             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1417             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1418             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1419             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1420             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1421             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1422             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1423             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1424             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1425             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1426             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1427             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1428             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1429             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1430             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1431             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1432             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1433             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1434             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1435             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1436             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1437             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1438             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1439             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1440             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1441             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1442             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1443             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1444             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1445             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1446             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1447             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1448             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1449             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1450             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1451         };
1452
1453         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1454         {
1455             if (strstr(gl_renderer, cards[i].renderer))
1456                 return cards[i].id;
1457         }
1458
1459         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1460         return CARD_NVIDIA_GEFORCE_8300GS;
1461     }
1462
1463     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1464      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1465      */
1466     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1467     {
1468         static const struct
1469         {
1470             const char *renderer;
1471             enum wined3d_pci_device id;
1472         }
1473         cards[] =
1474         {
1475             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1476             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1477             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1478             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1479             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1480             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1481             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1482             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1483             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1484             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1485             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1486             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1487             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1488         };
1489
1490         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1491         {
1492             if (strstr(gl_renderer, cards[i].renderer))
1493                 return cards[i].id;
1494         }
1495
1496         /* Geforce 6/7 - lowend */
1497         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1498     }
1499
1500     if (WINE_D3D9_CAPABLE(gl_info))
1501     {
1502         /* GeforceFX - highend */
1503         if (strstr(gl_renderer, "5800")
1504                 || strstr(gl_renderer, "5900")
1505                 || strstr(gl_renderer, "5950")
1506                 || strstr(gl_renderer, "Quadro FX"))
1507         {
1508             return CARD_NVIDIA_GEFORCEFX_5800;
1509         }
1510
1511         /* GeforceFX - midend */
1512         if (strstr(gl_renderer, "5600")
1513                 || strstr(gl_renderer, "5650")
1514                 || strstr(gl_renderer, "5700")
1515                 || strstr(gl_renderer, "5750"))
1516         {
1517             return CARD_NVIDIA_GEFORCEFX_5600;
1518         }
1519
1520         /* GeforceFX - lowend */
1521         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1522     }
1523
1524     if (WINE_D3D8_CAPABLE(gl_info))
1525     {
1526         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1527         {
1528             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1529         }
1530
1531         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1532     }
1533
1534     if (WINE_D3D7_CAPABLE(gl_info))
1535     {
1536         if (strstr(gl_renderer, "GeForce4 MX"))
1537         {
1538             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1539         }
1540
1541         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1542         {
1543             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1544         }
1545
1546         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1547         {
1548             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1549         }
1550
1551         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1552     }
1553
1554     if (strstr(gl_renderer, "TNT2"))
1555     {
1556         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1557     }
1558
1559     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1560 }
1561
1562 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1563         const char *gl_renderer)
1564 {
1565     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1566      *
1567      * Beware: renderer string do not match exact card model,
1568      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1569     if (WINE_D3D10_CAPABLE(gl_info))
1570     {
1571         unsigned int i;
1572
1573         static const struct
1574         {
1575             const char *renderer;
1576             enum wined3d_pci_device id;
1577         }
1578         cards[] =
1579         {
1580             /* Evergreen */
1581             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1582             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1583             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1584             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1585             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1586             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1587             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1588             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1589             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1590             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1591             /* R700 */
1592             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1593             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1594             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1595             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1596             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1597             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1598             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1599             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1600             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1601             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1602             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1603             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1604             /* R600/R700 integrated */
1605             {"HD 3300", CARD_AMD_RADEON_HD3200},
1606             {"HD 3200", CARD_AMD_RADEON_HD3200},
1607             {"HD 3100", CARD_AMD_RADEON_HD3200},
1608             /* R600 */
1609             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1610             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1611             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1612             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1613             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1614             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1615             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1616             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1617             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1618             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1619             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1620             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1621             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1622         };
1623
1624         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1625         {
1626             if (strstr(gl_renderer, cards[i].renderer))
1627                 return cards[i].id;
1628         }
1629
1630         /* Default for when no GPU has been found */
1631         return CARD_AMD_RADEON_HD3200;
1632     }
1633
1634     if (WINE_D3D8_CAPABLE(gl_info))
1635     {
1636         /* Radeon R5xx */
1637         if (strstr(gl_renderer, "X1600")
1638                 || strstr(gl_renderer, "X1650")
1639                 || strstr(gl_renderer, "X1800")
1640                 || strstr(gl_renderer, "X1900")
1641                 || strstr(gl_renderer, "X1950"))
1642         {
1643             return CARD_AMD_RADEON_X1600;
1644         }
1645
1646         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1647          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1648         if (strstr(gl_renderer, "X700")
1649                 || strstr(gl_renderer, "X800")
1650                 || strstr(gl_renderer, "X850")
1651                 || strstr(gl_renderer, "X1300")
1652                 || strstr(gl_renderer, "X1400")
1653                 || strstr(gl_renderer, "X1450")
1654                 || strstr(gl_renderer, "X1550")
1655                 || strstr(gl_renderer, "X2300")
1656                 || strstr(gl_renderer, "X2500")
1657                 || strstr(gl_renderer, "HD 2300")
1658                 )
1659         {
1660             return CARD_AMD_RADEON_X700;
1661         }
1662
1663         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1664         if (strstr(gl_renderer, "Radeon Xpress"))
1665         {
1666             return CARD_AMD_RADEON_XPRESS_200M;
1667         }
1668
1669         /* Radeon R3xx */
1670         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1671     }
1672
1673     if (WINE_D3D8_CAPABLE(gl_info))
1674     {
1675         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1676     }
1677
1678     if (WINE_D3D7_CAPABLE(gl_info))
1679     {
1680         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1681     }
1682
1683     return CARD_AMD_RAGE_128PRO;
1684 }
1685
1686 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1687         const char *gl_renderer)
1688 {
1689     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1690     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1691     {
1692         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1693         return CARD_INTEL_X3100;
1694     }
1695
1696     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1697     {
1698         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1699         return CARD_INTEL_I945GM;
1700     }
1701
1702     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1703     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1704     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1705     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1706     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1707     return CARD_INTEL_I915G;
1708
1709 }
1710
1711 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1712         const char *gl_renderer)
1713 {
1714     unsigned int i;
1715
1716     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1717      *
1718      * Beware: renderer string do not match exact card model,
1719      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1720     if (strstr(gl_renderer, "Gallium"))
1721     {
1722         /* 20101109 - These are never returned by current Gallium radeon
1723          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1724          *
1725          * These are returned but not handled: RC410, RV380. */
1726         static const struct
1727         {
1728             const char *renderer;
1729             enum wined3d_pci_device id;
1730         }
1731         cards[] =
1732         {
1733             /* Northern Islands */
1734             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1735             {"BARTS",   CARD_AMD_RADEON_HD6800},
1736             {"PALM",    CARD_AMD_RADEON_HD6310},
1737             /* Evergreen */
1738             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1739             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1740             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1741             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1742             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1743             /* R700 */
1744             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1745             {"RV790",   CARD_AMD_RADEON_HD4800},
1746             {"RV770",   CARD_AMD_RADEON_HD4800},
1747             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1748             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1749             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1750             /* R600/R700 integrated */
1751             {"RS880",   CARD_AMD_RADEON_HD3200},
1752             {"RS780",   CARD_AMD_RADEON_HD3200},
1753             /* R600 */
1754             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1755             {"R600",    CARD_AMD_RADEON_HD2900},
1756             {"RV670",   CARD_AMD_RADEON_HD2900},
1757             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1758             {"RV630",   CARD_AMD_RADEON_HD2600},
1759             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1760             {"RV610",   CARD_AMD_RADEON_HD2350},
1761             /* R500 */
1762             {"R580",    CARD_AMD_RADEON_X1600},
1763             {"R520",    CARD_AMD_RADEON_X1600},
1764             {"RV570",   CARD_AMD_RADEON_X1600},
1765             {"RV560",   CARD_AMD_RADEON_X1600},
1766             {"RV535",   CARD_AMD_RADEON_X1600},
1767             {"RV530",   CARD_AMD_RADEON_X1600},
1768             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1769             {"RV515",   CARD_AMD_RADEON_X700},
1770             /* R400 */
1771             {"R481",    CARD_AMD_RADEON_X700},
1772             {"R480",    CARD_AMD_RADEON_X700},
1773             {"R430",    CARD_AMD_RADEON_X700},
1774             {"R423",    CARD_AMD_RADEON_X700},
1775             {"R420",    CARD_AMD_RADEON_X700},
1776             {"R410",    CARD_AMD_RADEON_X700},
1777             {"RV410",   CARD_AMD_RADEON_X700},
1778             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1779             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1780             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1781             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1782             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1783             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1784             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1785             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1786             /* R300 */
1787             {"R360",    CARD_AMD_RADEON_9500},
1788             {"R350",    CARD_AMD_RADEON_9500},
1789             {"R300",    CARD_AMD_RADEON_9500},
1790             {"RV370",   CARD_AMD_RADEON_9500},
1791             {"RV360",   CARD_AMD_RADEON_9500},
1792             {"RV351",   CARD_AMD_RADEON_9500},
1793             {"RV350",   CARD_AMD_RADEON_9500},
1794         };
1795
1796         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1797         {
1798             if (strstr(gl_renderer, cards[i].renderer))
1799                 return cards[i].id;
1800         }
1801     }
1802
1803     if (WINE_D3D9_CAPABLE(gl_info))
1804     {
1805         static const struct
1806         {
1807             const char *renderer;
1808             enum wined3d_pci_device id;
1809         }
1810         cards[] =
1811         {
1812             /* R700 */
1813             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1814             {"(RV790",  CARD_AMD_RADEON_HD4800},
1815             {"(RV770",  CARD_AMD_RADEON_HD4800},
1816             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1817             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1818             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1819             /* R600/R700 integrated */
1820             {"RS880",   CARD_AMD_RADEON_HD3200},
1821             {"RS780",   CARD_AMD_RADEON_HD3200},
1822             /* R600 */
1823             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1824             {"(R600",   CARD_AMD_RADEON_HD2900},
1825             {"(RV670",  CARD_AMD_RADEON_HD2900},
1826             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1827             {"(RV630",  CARD_AMD_RADEON_HD2600},
1828             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1829             {"(RV610",  CARD_AMD_RADEON_HD2350},
1830         };
1831
1832         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1833         {
1834             if (strstr(gl_renderer, cards[i].renderer))
1835                 return cards[i].id;
1836         }
1837     }
1838
1839     if (WINE_D3D8_CAPABLE(gl_info))
1840     {
1841         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1842     }
1843
1844     if (WINE_D3D7_CAPABLE(gl_info))
1845     {
1846         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1847     }
1848
1849     return CARD_AMD_RAGE_128PRO;
1850 }
1851
1852 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1853         const char *gl_renderer)
1854 {
1855     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1856     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1857     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1858     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1859     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1860     return CARD_NVIDIA_RIVA_128;
1861 }
1862
1863
1864 struct vendor_card_selection
1865 {
1866     enum wined3d_gl_vendor gl_vendor;
1867     enum wined3d_pci_vendor card_vendor;
1868     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1869     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1870 };
1871
1872 static const struct vendor_card_selection vendor_card_select_table[] =
1873 {
1874     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1875     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1876     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
1877     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1878     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
1879     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
1880     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1881     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1882     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1883 };
1884
1885
1886 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1887         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1888 {
1889     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1890      * different GPUs with roughly the same features. In most cases GPUs from a
1891      * certain family differ in clockspeeds, the amount of video memory and the
1892      * number of shader pipelines.
1893      *
1894      * A Direct3D device object contains the PCI id (vendor + device) of the
1895      * videocard which is used for rendering. Various applications use this
1896      * information to get a rough estimation of the features of the card and
1897      * some might use it for enabling 3d effects only on certain types of
1898      * videocards. In some cases games might even use it to work around bugs
1899      * which happen on certain videocards/driver combinations. The problem is
1900      * that OpenGL only exposes a rendering string containing the name of the
1901      * videocard and not the PCI id.
1902      *
1903      * Various games depend on the PCI id, so somehow we need to provide one.
1904      * A simple option is to parse the renderer string and translate this to
1905      * the right PCI id. This is a lot of work because there are more than 200
1906      * GPUs just for Nvidia. Various cards share the same renderer string, so
1907      * the amount of code might be 'small' but there are quite a number of
1908      * exceptions which would make this a pain to maintain. Another way would
1909      * be to query the PCI id from the operating system (assuming this is the
1910      * videocard which is used for rendering which is not always the case).
1911      * This would work but it is not very portable. Second it would not work
1912      * well in, let's say, a remote X situation in which the amount of 3d
1913      * features which can be used is limited.
1914      *
1915      * As said most games only use the PCI id to get an indication of the
1916      * capabilities of the card. It doesn't really matter if the given id is
1917      * the correct one if we return the id of a card with similar 3d features.
1918      *
1919      * The code below checks the OpenGL capabilities of a videocard and matches
1920      * that to a certain level of Direct3D functionality. Once a card passes
1921      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1922      * least a GeforceFX. To give a better estimate we do a basic check on the
1923      * renderer string but if that won't pass we return a default card. This
1924      * way is better than maintaining a full card database as even without a
1925      * full database we can return a card with similar features. Second the
1926      * size of the database can be made quite small because when you know what
1927      * type of 3d functionality a card has, you know to which GPU family the
1928      * GPU must belong. Because of this you only have to check a small part of
1929      * the renderer string to distinguishes between different models from that
1930      * family.
1931      *
1932      * The code also selects a default amount of video memory which we will
1933      * use for an estimation of the amount of free texture memory. In case of
1934      * real D3D the amount of texture memory includes video memory and system
1935      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1936      * HyperMemory). We don't know how much system memory can be addressed by
1937      * the system but we can make a reasonable estimation about the amount of
1938      * video memory. If the value is slightly wrong it doesn't matter as we
1939      * didn't include AGP-like memory which makes the amount of addressable
1940      * memory higher and second OpenGL isn't that critical it moves to system
1941      * memory behind our backs if really needed. Note that the amount of video
1942      * memory can be overruled using a registry setting. */
1943
1944     int i;
1945
1946     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1947     {
1948         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1949             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1950                 continue;
1951         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1952         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1953     }
1954
1955     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1956                      *gl_vendor, *card_vendor);
1957
1958     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1959      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1960      * them a good generic choice. */
1961     *card_vendor = HW_VENDOR_NVIDIA;
1962     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1963     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1964     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1965     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1966     return CARD_NVIDIA_RIVA_128;
1967 }
1968
1969 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1970 {
1971     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1972     int vs_selected_mode, ps_selected_mode;
1973
1974     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1975     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1976             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1977     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1978     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1979             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1980     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1981     else return &ffp_fragment_pipeline;
1982 }
1983
1984 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1985 {
1986     int vs_selected_mode, ps_selected_mode;
1987
1988     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1989     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1990     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1991     return &none_shader_backend;
1992 }
1993
1994 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1995 {
1996     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1997     int vs_selected_mode, ps_selected_mode;
1998
1999     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2000     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2001             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2002     else return &ffp_blit;
2003 }
2004
2005 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2006 {
2007     DWORD ver;
2008
2009 #define USE_GL_FUNC(type, pfn, ext, replace) \
2010     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2011     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2012     else gl_info->pfn = NULL;
2013
2014     GL_EXT_FUNCS_GEN;
2015 #undef USE_GL_FUNC
2016
2017 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2018     WGL_EXT_FUNCS_GEN;
2019 #undef USE_GL_FUNC
2020 }
2021
2022 /* Context activation is done by the caller. */
2023 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2024 {
2025     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2026     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2027     const char *GL_Extensions    = NULL;
2028     const char *WGL_Extensions   = NULL;
2029     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2030     struct fragment_caps fragment_caps;
2031     enum wined3d_gl_vendor gl_vendor;
2032     enum wined3d_pci_vendor card_vendor;
2033     enum wined3d_pci_device device;
2034     GLint       gl_max;
2035     GLfloat     gl_floatv[2];
2036     unsigned    i;
2037     HDC         hdc;
2038     DWORD gl_version;
2039     size_t len;
2040
2041     TRACE_(d3d_caps)("(%p)\n", gl_info);
2042
2043     ENTER_GL();
2044
2045     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2046     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2047     if (!gl_renderer_str)
2048     {
2049         LEAVE_GL();
2050         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2051         return FALSE;
2052     }
2053
2054     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2055     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2056     if (!gl_vendor_str)
2057     {
2058         LEAVE_GL();
2059         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2060         return FALSE;
2061     }
2062
2063     /* Parse the GL_VERSION field into major and minor information */
2064     gl_version_str = (const char *)glGetString(GL_VERSION);
2065     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2066     if (!gl_version_str)
2067     {
2068         LEAVE_GL();
2069         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2070         return FALSE;
2071     }
2072     gl_version = wined3d_parse_gl_version(gl_version_str);
2073
2074     /*
2075      * Initialize openGL extension related variables
2076      *  with Default values
2077      */
2078     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2079     gl_info->limits.blends = 1;
2080     gl_info->limits.buffers = 1;
2081     gl_info->limits.textures = 1;
2082     gl_info->limits.fragment_samplers = 1;
2083     gl_info->limits.vertex_samplers = 0;
2084     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2085     gl_info->limits.sampler_stages = 1;
2086     gl_info->limits.glsl_vs_float_constants = 0;
2087     gl_info->limits.glsl_ps_float_constants = 0;
2088     gl_info->limits.arb_vs_float_constants = 0;
2089     gl_info->limits.arb_vs_native_constants = 0;
2090     gl_info->limits.arb_vs_instructions = 0;
2091     gl_info->limits.arb_vs_temps = 0;
2092     gl_info->limits.arb_ps_float_constants = 0;
2093     gl_info->limits.arb_ps_local_constants = 0;
2094     gl_info->limits.arb_ps_instructions = 0;
2095     gl_info->limits.arb_ps_temps = 0;
2096
2097     /* Retrieve opengl defaults */
2098     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2099     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2100     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2101
2102     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2103     gl_info->limits.lights = gl_max;
2104     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2105
2106     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2107     gl_info->limits.texture_size = gl_max;
2108     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2109
2110     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2111     gl_info->limits.pointsize_min = gl_floatv[0];
2112     gl_info->limits.pointsize_max = gl_floatv[1];
2113     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2114
2115     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2116     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2117     if (!GL_Extensions)
2118     {
2119         LEAVE_GL();
2120         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2121         return FALSE;
2122     }
2123
2124     LEAVE_GL();
2125
2126     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2127
2128     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2129
2130     while (*GL_Extensions)
2131     {
2132         const char *start;
2133
2134         while (isspace(*GL_Extensions)) ++GL_Extensions;
2135         start = GL_Extensions;
2136         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2137
2138         len = GL_Extensions - start;
2139         if (!len) continue;
2140
2141         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2142
2143         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2144         {
2145             if (len == strlen(EXTENSION_MAP[i].extension_string)
2146                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2147             {
2148                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2149                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2150                 break;
2151             }
2152         }
2153     }
2154
2155     /* Now work out what GL support this card really has */
2156     load_gl_funcs( gl_info, gl_version );
2157
2158     ENTER_GL();
2159
2160     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2161      * loading the functions, otherwise the code above will load the extension entry points instead of the
2162      * core functions, which may not work. */
2163     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2164     {
2165         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2166                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2167         {
2168             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2169             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2170         }
2171     }
2172
2173     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2174
2175     if (gl_info->supported[APPLE_FENCE])
2176     {
2177         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2178          * The apple extension interacts with some other apple exts. Disable the NV
2179          * extension if the apple one is support to prevent confusion in other parts
2180          * of the code. */
2181         gl_info->supported[NV_FENCE] = FALSE;
2182     }
2183     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2184     {
2185         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2186          *
2187          * The enums are the same:
2188          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2189          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2190          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2191          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2192          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2193          */
2194         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2195         {
2196             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2197             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2198         }
2199         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2200         {
2201             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2202             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2203         }
2204     }
2205     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2206     {
2207         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2208          * functionality. Prefer the ARB extension */
2209         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2210     }
2211     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2212     {
2213         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2214         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2215     }
2216     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2217     {
2218         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2219         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2220     }
2221     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2222     {
2223         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2224         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2225     }
2226     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2227     {
2228         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2229         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2230     }
2231     if (gl_info->supported[NV_TEXTURE_SHADER2])
2232     {
2233         if (gl_info->supported[NV_REGISTER_COMBINERS])
2234         {
2235             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2236              * are supported. The nv extensions provide the same functionality as the
2237              * ATI one, and a bit more(signed pixelformats). */
2238             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2239         }
2240     }
2241
2242     if (gl_info->supported[NV_REGISTER_COMBINERS])
2243     {
2244         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2245         gl_info->limits.general_combiners = gl_max;
2246         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2247     }
2248     if (gl_info->supported[ARB_DRAW_BUFFERS])
2249     {
2250         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2251         gl_info->limits.buffers = gl_max;
2252         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2253     }
2254     if (gl_info->supported[ARB_MULTITEXTURE])
2255     {
2256         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2257         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2258         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2259
2260         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2261         {
2262             GLint tmp;
2263             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2264             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2265         }
2266         else
2267         {
2268             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2269         }
2270         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2271
2272         if (gl_info->supported[ARB_VERTEX_SHADER])
2273         {
2274             GLint tmp;
2275             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2276             gl_info->limits.vertex_samplers = tmp;
2277             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2278             gl_info->limits.combined_samplers = tmp;
2279
2280             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2281              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2282              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2283              * shader is used with fixed function vertex processing we're fine too because fixed function
2284              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2285              * used we have to make sure that all vertex sampler setups are valid together with all
2286              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2287              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2288              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2289              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2290              * a fixed function pipeline anymore.
2291              *
2292              * So this is just a check to check that our assumption holds true. If not, write a warning
2293              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2294             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2295                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2296             {
2297                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2298                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2299                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2300                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2301                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2302                 else
2303                     gl_info->limits.vertex_samplers = 0;
2304             }
2305         }
2306         else
2307         {
2308             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2309         }
2310         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2311         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2312     }
2313     if (gl_info->supported[ARB_VERTEX_BLEND])
2314     {
2315         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2316         gl_info->limits.blends = gl_max;
2317         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2318     }
2319     if (gl_info->supported[EXT_TEXTURE3D])
2320     {
2321         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2322         gl_info->limits.texture3d_size = gl_max;
2323         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2324     }
2325     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2326     {
2327         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2328         gl_info->limits.anisotropy = gl_max;
2329         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2330     }
2331     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2332     {
2333         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2334         gl_info->limits.arb_ps_float_constants = gl_max;
2335         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2336         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2337         gl_info->limits.arb_ps_native_constants = gl_max;
2338         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2339                 gl_info->limits.arb_ps_native_constants);
2340         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2341         gl_info->limits.arb_ps_temps = gl_max;
2342         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2343         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2344         gl_info->limits.arb_ps_instructions = gl_max;
2345         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2346         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2347         gl_info->limits.arb_ps_local_constants = gl_max;
2348         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2349     }
2350     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2351     {
2352         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2353         gl_info->limits.arb_vs_float_constants = gl_max;
2354         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2355         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2356         gl_info->limits.arb_vs_native_constants = gl_max;
2357         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2358                 gl_info->limits.arb_vs_native_constants);
2359         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2360         gl_info->limits.arb_vs_temps = gl_max;
2361         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2362         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2363         gl_info->limits.arb_vs_instructions = gl_max;
2364         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2365
2366         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2367     }
2368     if (gl_info->supported[ARB_VERTEX_SHADER])
2369     {
2370         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2371         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2372         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2373     }
2374     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2375     {
2376         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2377         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2378         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2379         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2380         gl_info->limits.glsl_varyings = gl_max;
2381         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2382     }
2383     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2384     {
2385         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2386         unsigned int major, minor;
2387
2388         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2389
2390         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2391         sscanf(str, "%u.%u", &major, &minor);
2392         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2393     }
2394     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2395     {
2396         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2397     }
2398     else
2399     {
2400         gl_info->limits.shininess = 128.0f;
2401     }
2402     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2403     {
2404         /* If we have full NP2 texture support, disable
2405          * GL_ARB_texture_rectangle because we will never use it.
2406          * This saves a few redundant glDisable calls. */
2407         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2408     }
2409     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2410     {
2411         /* Disable NV_register_combiners and fragment shader if this is supported.
2412          * generally the NV extensions are preferred over the ATI ones, and this
2413          * extension is disabled if register_combiners and texture_shader2 are both
2414          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2415          * fragment processing support. */
2416         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2417         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2418         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2419         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2420     }
2421     if (gl_info->supported[NV_HALF_FLOAT])
2422     {
2423         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2424         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2425     }
2426     if (gl_info->supported[ARB_POINT_SPRITE])
2427     {
2428         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2429     }
2430     else
2431     {
2432         gl_info->limits.point_sprite_units = 0;
2433     }
2434     checkGLcall("extension detection");
2435
2436     LEAVE_GL();
2437
2438     adapter->fragment_pipe = select_fragment_implementation(adapter);
2439     adapter->shader_backend = select_shader_backend(adapter);
2440     adapter->blitter = select_blit_implementation(adapter);
2441
2442     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2443     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2444     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2445
2446     /* In some cases the number of texture stages can be larger than the number
2447      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2448      * shaders), but 8 texture stages (register combiners). */
2449     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2450
2451     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2452     {
2453         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2454         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2455         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2456         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2457         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2458         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2459         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2460         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2461         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2462         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2463         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2464         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2465         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2466         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2467         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2468         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2469         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2470         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2471         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2472     }
2473     else
2474     {
2475         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2476         {
2477             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2478             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2479             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2480             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2481             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2482             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2483             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2484             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2485             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2486             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2487             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2488             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2489             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2490             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2491             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2492             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2493             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2494         }
2495         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2496         {
2497             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2498             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2499         }
2500         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2501         {
2502             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2503         }
2504         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2505         {
2506             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2507         }
2508     }
2509
2510     /* MRTs are currently only supported when FBOs are used. */
2511     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2512     {
2513         gl_info->limits.buffers = 1;
2514     }
2515
2516     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2517     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2518     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2519
2520     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2521     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2522
2523     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2524     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2525             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2526     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2527     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2528             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2529     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2530             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2531
2532     /* Make sure there's an active HDC else the WGL extensions will fail */
2533     hdc = pwglGetCurrentDC();
2534     if (hdc) {
2535         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2536         if(GL_EXTCALL(wglGetExtensionsStringARB))
2537             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2538
2539         if (!WGL_Extensions)
2540         {
2541             ERR("   WGL_Extensions returns NULL\n");
2542         }
2543         else
2544         {
2545             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2546             while (*WGL_Extensions)
2547             {
2548                 const char *Start;
2549                 char ThisExtn[256];
2550
2551                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2552                 Start = WGL_Extensions;
2553                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2554
2555                 len = WGL_Extensions - Start;
2556                 if (!len || len >= sizeof(ThisExtn))
2557                     continue;
2558
2559                 memcpy(ThisExtn, Start, len);
2560                 ThisExtn[len] = '\0';
2561                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2562
2563                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2564                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2565                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2566                 }
2567                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2568                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2569                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2570                 }
2571                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2572                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2573                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2574                 }
2575             }
2576         }
2577     }
2578
2579     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2580     init_driver_info(driver_info, card_vendor, device);
2581     add_gl_compat_wrappers(gl_info);
2582
2583     return TRUE;
2584 }
2585
2586 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2587 {
2588     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2589             wined3d, wined3d->adapter_count);
2590
2591     return wined3d->adapter_count;
2592 }
2593
2594 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2595 {
2596     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2597
2598     return WINED3D_OK;
2599 }
2600
2601 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2602 {
2603     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2604
2605     if (adapter_idx >= wined3d->adapter_count)
2606         return NULL;
2607
2608     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2609 }
2610
2611 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2612      of the same bpp but different resolutions                                  */
2613
2614 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2615 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2616         enum wined3d_format_id format_id)
2617 {
2618     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2619
2620     if (adapter_idx >= wined3d->adapter_count)
2621         return 0;
2622
2623     /* TODO: Store modes per adapter and read it from the adapter structure */
2624     if (!adapter_idx)
2625     {
2626         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2627         UINT format_bits = format->byte_count * CHAR_BIT;
2628         unsigned int i = 0;
2629         unsigned int j = 0;
2630         DEVMODEW mode;
2631
2632         memset(&mode, 0, sizeof(mode));
2633         mode.dmSize = sizeof(mode);
2634
2635         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2636         {
2637             ++j;
2638
2639             if (format_id == WINED3DFMT_UNKNOWN)
2640             {
2641                 /* This is for D3D8, do not enumerate P8 here */
2642                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2643             }
2644             else if (mode.dmBitsPerPel == format_bits)
2645             {
2646                 ++i;
2647             }
2648         }
2649
2650         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2651
2652         return i;
2653     }
2654     else
2655     {
2656         FIXME_(d3d_caps)("Adapter not primary display.\n");
2657     }
2658
2659     return 0;
2660 }
2661
2662 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2663 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2664         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2665 {
2666     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2667             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2668
2669     /* Validate the parameters as much as possible */
2670     if (!mode || adapter_idx >= wined3d->adapter_count
2671             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2672     {
2673         return WINED3DERR_INVALIDCALL;
2674     }
2675
2676     /* TODO: Store modes per adapter and read it from the adapter structure */
2677     if (!adapter_idx)
2678     {
2679         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2680         UINT format_bits = format->byte_count * CHAR_BIT;
2681         DEVMODEW DevModeW;
2682         int ModeIdx = 0;
2683         UINT i = 0;
2684         int j = 0;
2685
2686         ZeroMemory(&DevModeW, sizeof(DevModeW));
2687         DevModeW.dmSize = sizeof(DevModeW);
2688
2689         /* If we are filtering to a specific format (D3D9), then need to skip
2690            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2691            just count through the ones with valid bit depths */
2692         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2693         {
2694             if (format_id == WINED3DFMT_UNKNOWN)
2695             {
2696                 /* This is for D3D8, do not enumerate P8 here */
2697                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2698             }
2699             else if (DevModeW.dmBitsPerPel == format_bits)
2700             {
2701                 ++i;
2702             }
2703         }
2704
2705         if (!i)
2706         {
2707             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2708             return WINED3DERR_INVALIDCALL;
2709         }
2710         ModeIdx = j - 1;
2711
2712         /* Now get the display mode via the calculated index */
2713         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2714         {
2715             mode->Width = DevModeW.dmPelsWidth;
2716             mode->Height = DevModeW.dmPelsHeight;
2717             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2718             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2719                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2720
2721             if (format_id == WINED3DFMT_UNKNOWN)
2722                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2723             else
2724                 mode->Format = format_id;
2725         }
2726         else
2727         {
2728             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2729             return WINED3DERR_INVALIDCALL;
2730         }
2731
2732         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2733                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2734                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2735     }
2736     else
2737     {
2738         FIXME_(d3d_caps)("Adapter not primary display\n");
2739     }
2740
2741     return WINED3D_OK;
2742 }
2743
2744 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2745         WINED3DDISPLAYMODE *mode)
2746 {
2747     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2748
2749     if (!mode || adapter_idx >= wined3d->adapter_count)
2750         return WINED3DERR_INVALIDCALL;
2751
2752     if (!adapter_idx)
2753     {
2754         DEVMODEW DevModeW;
2755         unsigned int bpp;
2756
2757         ZeroMemory(&DevModeW, sizeof(DevModeW));
2758         DevModeW.dmSize = sizeof(DevModeW);
2759
2760         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2761         mode->Width = DevModeW.dmPelsWidth;
2762         mode->Height = DevModeW.dmPelsHeight;
2763         bpp = DevModeW.dmBitsPerPel;
2764         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2765         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2766             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2767         mode->Format = pixelformat_for_depth(bpp);
2768     }
2769     else
2770     {
2771         FIXME_(d3d_caps)("Adapter not primary display\n");
2772     }
2773
2774     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2775           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2776     return WINED3D_OK;
2777 }
2778
2779 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2780    and fields being inserted in the middle, a new structure is used in place    */
2781 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2782         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2783 {
2784     const struct wined3d_adapter *adapter;
2785     size_t len;
2786
2787     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2788             wined3d, adapter_idx, flags, identifier);
2789
2790     if (adapter_idx >= wined3d->adapter_count)
2791         return WINED3DERR_INVALIDCALL;
2792
2793     adapter = &wined3d->adapters[adapter_idx];
2794
2795     /* Return the information requested */
2796     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2797
2798     if (identifier->driver_size)
2799     {
2800         const char *name = adapter->driver_info.name;
2801         len = min(strlen(name), identifier->driver_size - 1);
2802         memcpy(identifier->driver, name, len);
2803         identifier->driver[len] = '\0';
2804     }
2805
2806     if (identifier->description_size)
2807     {
2808         const char *description = adapter->driver_info.description;
2809         len = min(strlen(description), identifier->description_size - 1);
2810         memcpy(identifier->description, description, len);
2811         identifier->description[len] = '\0';
2812     }
2813
2814     /* Note that d3d8 doesn't supply a device name. */
2815     if (identifier->device_name_size)
2816     {
2817         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2818
2819         len = strlen(device_name);
2820         if (len >= identifier->device_name_size)
2821         {
2822             ERR("Device name size too small.\n");
2823             return WINED3DERR_INVALIDCALL;
2824         }
2825
2826         memcpy(identifier->device_name, device_name, len);
2827         identifier->device_name[len] = '\0';
2828     }
2829
2830     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2831     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2832     identifier->vendor_id = adapter->driver_info.vendor;
2833     identifier->device_id = adapter->driver_info.device;
2834     identifier->subsystem_id = 0;
2835     identifier->revision = 0;
2836     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2837     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2838     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2839     identifier->video_memory = adapter->TextureRam;
2840
2841     return WINED3D_OK;
2842 }
2843
2844 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2845         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2846 {
2847     short redSize, greenSize, blueSize, alphaSize, colorBits;
2848
2849     if(!cfg)
2850         return FALSE;
2851
2852     /* Float formats need FBOs. If FBOs are used this function isn't called */
2853     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2854
2855     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2856         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2857         {
2858             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2859             return FALSE;
2860         }
2861
2862         if(cfg->redSize < redSize)
2863             return FALSE;
2864
2865         if(cfg->greenSize < greenSize)
2866             return FALSE;
2867
2868         if(cfg->blueSize < blueSize)
2869             return FALSE;
2870
2871         if(cfg->alphaSize < alphaSize)
2872             return FALSE;
2873
2874         return TRUE;
2875     }
2876
2877     /* Probably a RGBA_float or color index mode */
2878     return FALSE;
2879 }
2880
2881 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2882         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2883 {
2884     short depthSize, stencilSize;
2885     BOOL lockable = FALSE;
2886
2887     if(!cfg)
2888         return FALSE;
2889
2890     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2891     {
2892         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2893         return FALSE;
2894     }
2895
2896     /* Float formats need FBOs. If FBOs are used this function isn't called */
2897     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2898
2899     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2900         lockable = TRUE;
2901
2902     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2903      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2904      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2905     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2906         return FALSE;
2907
2908     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2909      * allow more stencil bits than requested. */
2910     if(cfg->stencilSize < stencilSize)
2911         return FALSE;
2912
2913     return TRUE;
2914 }
2915
2916 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
2917         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
2918         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
2919 {
2920     const struct wined3d_format *rt_format;
2921     const struct wined3d_format *ds_format;
2922     const struct wined3d_adapter *adapter;
2923
2924     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
2925             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
2926             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
2927             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
2928
2929     if (adapter_idx >= wined3d->adapter_count)
2930         return WINED3DERR_INVALIDCALL;
2931
2932     adapter = &wined3d->adapters[adapter_idx];
2933     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
2934     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
2935     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2936     {
2937         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2938                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2939         {
2940             TRACE_(d3d_caps)("Formats match.\n");
2941             return WINED3D_OK;
2942         }
2943     }
2944     else
2945     {
2946         const WineD3D_PixelFormat *cfgs;
2947         unsigned int cfg_count;
2948         unsigned int i;
2949
2950         cfgs = adapter->cfgs;
2951         cfg_count = adapter->nCfgs;
2952         for (i = 0; i < cfg_count; ++i)
2953         {
2954             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
2955             {
2956                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
2957                 {
2958                     TRACE_(d3d_caps)("Formats match.\n");
2959                     return WINED3D_OK;
2960                 }
2961             }
2962         }
2963     }
2964
2965     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
2966             debug_d3dformat(render_target_format_id),
2967             debug_d3dformat(depth_stencil_format_id));
2968
2969     return WINED3DERR_NOTAVAILABLE;
2970 }
2971
2972 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
2973         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
2974         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
2975 {
2976     const struct wined3d_adapter *adapter;
2977     const struct wined3d_format *format;
2978
2979     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
2980             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
2981             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
2982             windowed, multisample_type, quality_levels);
2983
2984     if (adapter_idx >= wined3d->adapter_count)
2985         return WINED3DERR_INVALIDCALL;
2986
2987     /* TODO: Handle windowed, add more quality levels. */
2988
2989     if (WINED3DMULTISAMPLE_NONE == multisample_type)
2990     {
2991         if (quality_levels) *quality_levels = 1;
2992         return WINED3D_OK;
2993     }
2994
2995     /* By default multisampling is disabled right now as it causes issues
2996      * on some Nvidia driver versions and it doesn't work well in combination
2997      * with FBOs yet. */
2998     if (!wined3d_settings.allow_multisampling)
2999         return WINED3DERR_NOTAVAILABLE;
3000
3001     adapter = &wined3d->adapters[adapter_idx];
3002     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3003     if (!format) return WINED3DERR_INVALIDCALL;
3004
3005     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3006     {
3007         const WineD3D_PixelFormat *cfgs;
3008         unsigned int i, cfg_count;
3009
3010         cfgs = adapter->cfgs;
3011         cfg_count = adapter->nCfgs;
3012         for (i = 0; i < cfg_count; ++i)
3013         {
3014             if(cfgs[i].numSamples != multisample_type)
3015                 continue;
3016
3017             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3018                 continue;
3019
3020             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3021                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3022
3023             if (quality_levels) *quality_levels = 1;
3024
3025             return WINED3D_OK;
3026         }
3027     }
3028     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3029     {
3030         short redSize, greenSize, blueSize, alphaSize, colorBits;
3031         const WineD3D_PixelFormat *cfgs;
3032         unsigned int i, cfg_count;
3033
3034         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3035         {
3036             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3037                     debug_d3dformat(surface_format_id));
3038             return WINED3DERR_NOTAVAILABLE;
3039         }
3040
3041         cfgs = adapter->cfgs;
3042         cfg_count = adapter->nCfgs;
3043         for (i = 0; i < cfg_count; ++i)
3044         {
3045             if(cfgs[i].numSamples != multisample_type)
3046                 continue;
3047             if(cfgs[i].redSize != redSize)
3048                 continue;
3049             if(cfgs[i].greenSize != greenSize)
3050                 continue;
3051             if(cfgs[i].blueSize != blueSize)
3052                 continue;
3053             /* Not all drivers report alpha-less formats since they use 32-bit
3054              * anyway, so accept alpha even if we didn't ask for it. */
3055             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3056                 continue;
3057             if (cfgs[i].colorSize != (format->byte_count << 3))
3058                 continue;
3059
3060             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3061                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3062
3063             if (quality_levels) *quality_levels = 1;
3064
3065             return WINED3D_OK;
3066         }
3067     }
3068     return WINED3DERR_NOTAVAILABLE;
3069 }
3070
3071 /* Check if we support bumpmapping for a format */
3072 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3073 {
3074     /* Ask the fixed function pipeline implementation if it can deal
3075      * with the conversion. If we've got a GL extension giving native
3076      * support this will be an identity conversion. */
3077     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3078             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3079 }
3080
3081 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3082 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3083         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3084 {
3085     int it=0;
3086
3087     /* Only allow depth/stencil formats */
3088     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3089
3090     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3091     {
3092         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3093         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3094     }
3095     else
3096     {
3097         /* Walk through all WGL pixel formats to find a match */
3098         for (it = 0; it < adapter->nCfgs; ++it)
3099         {
3100             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3101             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3102             {
3103                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3104                 {
3105                     return TRUE;
3106                 }
3107             }
3108         }
3109     }
3110
3111     return FALSE;
3112 }
3113
3114 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3115 {
3116     /* The flags entry of a format contains the filtering capability */
3117     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3118
3119     return FALSE;
3120 }
3121
3122 /* Check the render target capabilities of a format */
3123 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3124         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3125 {
3126     /* Filter out non-RT formats */
3127     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3128     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3129     {
3130         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3131         int it;
3132         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3133         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3134
3135         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3136         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3137
3138         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3139          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3140         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3141             TRACE_(d3d_caps)("[FAILED]\n");
3142             return FALSE;
3143         }
3144
3145         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3146          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3147         for (it = 0; it < adapter->nCfgs; ++it)
3148         {
3149             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3150                     &cfgs[it], check_format))
3151             {
3152                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3153                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3154                 return TRUE;
3155             }
3156         }
3157     }
3158     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3159     {
3160         /* For now return TRUE for FBOs until we have some proper checks.
3161          * Note that this function will only be called when the format is around for texturing. */
3162         return TRUE;
3163     }
3164     return FALSE;
3165 }
3166
3167 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3168 {
3169     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3170 }
3171
3172 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3173 {
3174     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3175      * doing the color fixup in shaders.
3176      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3177     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3178     {
3179         int vs_selected_mode;
3180         int ps_selected_mode;
3181         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3182
3183         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3184             TRACE_(d3d_caps)("[OK]\n");
3185             return TRUE;
3186         }
3187     }
3188
3189     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3190     return FALSE;
3191 }
3192
3193 /* Check if a format support blending in combination with pixel shaders */
3194 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3195         const struct wined3d_format *format)
3196 {
3197     /* The flags entry of a format contains the post pixel shader blending capability */
3198     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3199
3200     return FALSE;
3201 }
3202
3203 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3204 {
3205     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3206      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3207      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3208      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3209      * capability anyway.
3210      *
3211      * For now lets report this on all formats, but in the future we may want to
3212      * restrict it to some should games need that
3213      */
3214     return TRUE;
3215 }
3216
3217 /* Check if a texture format is supported on the given adapter */
3218 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3219 {
3220     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3221
3222     switch (format->id)
3223     {
3224         /*****
3225          *  supported: RGB(A) formats
3226          */
3227         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3228         case WINED3DFMT_B8G8R8A8_UNORM:
3229         case WINED3DFMT_B8G8R8X8_UNORM:
3230         case WINED3DFMT_B5G6R5_UNORM:
3231         case WINED3DFMT_B5G5R5X1_UNORM:
3232         case WINED3DFMT_B5G5R5A1_UNORM:
3233         case WINED3DFMT_B4G4R4A4_UNORM:
3234         case WINED3DFMT_A8_UNORM:
3235         case WINED3DFMT_B4G4R4X4_UNORM:
3236         case WINED3DFMT_R8G8B8A8_UNORM:
3237         case WINED3DFMT_R8G8B8X8_UNORM:
3238         case WINED3DFMT_B10G10R10A2_UNORM:
3239         case WINED3DFMT_R10G10B10A2_UNORM:
3240         case WINED3DFMT_R16G16_UNORM:
3241             TRACE_(d3d_caps)("[OK]\n");
3242             return TRUE;
3243
3244         case WINED3DFMT_B2G3R3_UNORM:
3245             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3246             return FALSE;
3247
3248         /*****
3249          *  Not supported: Palettized
3250          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3251          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3252          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3253          */
3254         case WINED3DFMT_P8_UINT:
3255         case WINED3DFMT_P8_UINT_A8_UNORM:
3256             return FALSE;
3257
3258         /*****
3259          *  Supported: (Alpha)-Luminance
3260          */
3261         case WINED3DFMT_L8_UNORM:
3262         case WINED3DFMT_L8A8_UNORM:
3263         case WINED3DFMT_L16_UNORM:
3264             TRACE_(d3d_caps)("[OK]\n");
3265             return TRUE;
3266
3267         /* Not supported on Windows, thus disabled */
3268         case WINED3DFMT_L4A4_UNORM:
3269             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3270             return FALSE;
3271
3272         /*****
3273          *  Supported: Depth/Stencil formats
3274          */
3275         case WINED3DFMT_D16_LOCKABLE:
3276         case WINED3DFMT_D16_UNORM:
3277         case WINED3DFMT_S1_UINT_D15_UNORM:
3278         case WINED3DFMT_X8D24_UNORM:
3279         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3280         case WINED3DFMT_D24_UNORM_S8_UINT:
3281         case WINED3DFMT_S8_UINT_D24_FLOAT:
3282         case WINED3DFMT_D32_UNORM:
3283         case WINED3DFMT_D32_FLOAT:
3284             return TRUE;
3285
3286         case WINED3DFMT_INTZ:
3287             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3288                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3289                 return TRUE;
3290             return FALSE;
3291
3292         /*****
3293          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3294          *  GL_NV_texture_shader). Emulated by shaders
3295          */
3296         case WINED3DFMT_R8G8_SNORM:
3297         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3298         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3299         case WINED3DFMT_R8G8B8A8_SNORM:
3300         case WINED3DFMT_R16G16_SNORM:
3301             /* Ask the shader backend if it can deal with the conversion. If
3302              * we've got a GL extension giving native support this will be an
3303              * identity conversion. */
3304             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3305             {
3306                 TRACE_(d3d_caps)("[OK]\n");
3307                 return TRUE;
3308             }
3309             TRACE_(d3d_caps)("[FAILED]\n");
3310             return FALSE;
3311
3312         case WINED3DFMT_DXT1:
3313         case WINED3DFMT_DXT2:
3314         case WINED3DFMT_DXT3:
3315         case WINED3DFMT_DXT4:
3316         case WINED3DFMT_DXT5:
3317             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3318             {
3319                 TRACE_(d3d_caps)("[OK]\n");
3320                 return TRUE;
3321             }
3322             TRACE_(d3d_caps)("[FAILED]\n");
3323             return FALSE;
3324
3325
3326         /*****
3327          *  Odd formats - not supported
3328          */
3329         case WINED3DFMT_VERTEXDATA:
3330         case WINED3DFMT_R16_UINT:
3331         case WINED3DFMT_R32_UINT:
3332         case WINED3DFMT_R16G16B16A16_SNORM:
3333         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3334         case WINED3DFMT_R10G11B11_SNORM:
3335             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3336             return FALSE;
3337
3338         /*****
3339          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3340          */
3341         case WINED3DFMT_R8G8_SNORM_Cx:
3342             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3343             return FALSE;
3344
3345         /* YUV formats */
3346         case WINED3DFMT_UYVY:
3347         case WINED3DFMT_YUY2:
3348             if (gl_info->supported[APPLE_YCBCR_422])
3349             {
3350                 TRACE_(d3d_caps)("[OK]\n");
3351                 return TRUE;
3352             }
3353             TRACE_(d3d_caps)("[FAILED]\n");
3354             return FALSE;
3355         case WINED3DFMT_YV12:
3356             TRACE_(d3d_caps)("[FAILED]\n");
3357             return FALSE;
3358
3359             /* Not supported */
3360         case WINED3DFMT_R16G16B16A16_UNORM:
3361         case WINED3DFMT_B2G3R3A8_UNORM:
3362             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3363             return FALSE;
3364
3365             /* Floating point formats */
3366         case WINED3DFMT_R16_FLOAT:
3367         case WINED3DFMT_R16G16_FLOAT:
3368         case WINED3DFMT_R16G16B16A16_FLOAT:
3369             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3370             {
3371                 TRACE_(d3d_caps)("[OK]\n");
3372                 return TRUE;
3373             }
3374             TRACE_(d3d_caps)("[FAILED]\n");
3375             return FALSE;
3376
3377         case WINED3DFMT_R32_FLOAT:
3378         case WINED3DFMT_R32G32_FLOAT:
3379         case WINED3DFMT_R32G32B32A32_FLOAT:
3380             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3381             {
3382                 TRACE_(d3d_caps)("[OK]\n");
3383                 return TRUE;
3384             }
3385             TRACE_(d3d_caps)("[FAILED]\n");
3386             return FALSE;
3387
3388         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3389          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3390          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3391          * We can do instancing with all shader versions, but we need vertex shaders.
3392          *
3393          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3394          * to enable instancing. WineD3D doesn't need that and just ignores it.
3395          *
3396          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3397          */
3398         case WINED3DFMT_INST:
3399             TRACE("ATI Instancing check hack\n");
3400             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3401             {
3402                 TRACE_(d3d_caps)("[OK]\n");
3403                 return TRUE;
3404             }
3405             TRACE_(d3d_caps)("[FAILED]\n");
3406             return FALSE;
3407
3408         /* Some weird FOURCC formats */
3409         case WINED3DFMT_R8G8_B8G8:
3410         case WINED3DFMT_G8R8_G8B8:
3411         case WINED3DFMT_MULTI2_ARGB8:
3412             TRACE_(d3d_caps)("[FAILED]\n");
3413             return FALSE;
3414
3415         /* Vendor specific formats */
3416         case WINED3DFMT_ATI2N:
3417             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3418                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3419             {
3420                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3421                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3422                 {
3423                     TRACE_(d3d_caps)("[OK]\n");
3424                     return TRUE;
3425                 }
3426
3427                 TRACE_(d3d_caps)("[OK]\n");
3428                 return TRUE;
3429             }
3430             TRACE_(d3d_caps)("[FAILED]\n");
3431             return FALSE;
3432
3433         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3434          * format MAKEFOURCC('N','V','D','B') is used.
3435          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3436          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3437          * to test value.
3438          */
3439         case WINED3DFMT_NVDB:
3440             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3441             {
3442                 TRACE_(d3d_caps)("[OK]\n");
3443                 return TRUE;
3444             }
3445             TRACE_(d3d_caps)("[FAILED]\n");
3446             return FALSE;
3447
3448         case WINED3DFMT_NVHU:
3449         case WINED3DFMT_NVHS:
3450             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3451              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3452              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3453              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3454              * Applications have to deal with not having NVHS and NVHU.
3455              */
3456             TRACE_(d3d_caps)("[FAILED]\n");
3457             return FALSE;
3458
3459         case WINED3DFMT_NULL:
3460             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3461                 return TRUE;
3462             return FALSE;
3463
3464         case WINED3DFMT_UNKNOWN:
3465             return FALSE;
3466
3467         default:
3468             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3469             break;
3470     }
3471     return FALSE;
3472 }
3473
3474 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3475         const struct wined3d_format *adapter_format,
3476         const struct wined3d_format *check_format,
3477         WINED3DSURFTYPE SurfaceType)
3478 {
3479     if (SurfaceType == SURFACE_GDI)
3480     {
3481         switch (check_format->id)
3482         {
3483             case WINED3DFMT_B8G8R8_UNORM:
3484             case WINED3DFMT_B8G8R8A8_UNORM:
3485             case WINED3DFMT_B8G8R8X8_UNORM:
3486             case WINED3DFMT_B5G6R5_UNORM:
3487             case WINED3DFMT_B5G5R5X1_UNORM:
3488             case WINED3DFMT_B5G5R5A1_UNORM:
3489             case WINED3DFMT_B4G4R4A4_UNORM:
3490             case WINED3DFMT_B2G3R3_UNORM:
3491             case WINED3DFMT_A8_UNORM:
3492             case WINED3DFMT_B2G3R3A8_UNORM:
3493             case WINED3DFMT_B4G4R4X4_UNORM:
3494             case WINED3DFMT_R10G10B10A2_UNORM:
3495             case WINED3DFMT_R8G8B8A8_UNORM:
3496             case WINED3DFMT_R8G8B8X8_UNORM:
3497             case WINED3DFMT_R16G16_UNORM:
3498             case WINED3DFMT_B10G10R10A2_UNORM:
3499             case WINED3DFMT_R16G16B16A16_UNORM:
3500             case WINED3DFMT_P8_UINT:
3501                 TRACE_(d3d_caps)("[OK]\n");
3502                 return TRUE;
3503             default:
3504                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3505                 return FALSE;
3506         }
3507     }
3508
3509     /* All format that are supported for textures are supported for surfaces as well */
3510     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3511     /* All depth stencil formats are supported on surfaces */
3512     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3513
3514     /* If opengl can't process the format natively, the blitter may be able to convert it */
3515     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3516             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3517             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3518     {
3519         TRACE_(d3d_caps)("[OK]\n");
3520         return TRUE;
3521     }
3522
3523     /* Reject other formats */
3524     TRACE_(d3d_caps)("[FAILED]\n");
3525     return FALSE;
3526 }
3527
3528 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3529         const struct wined3d_format *format)
3530 {
3531     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3532 }
3533
3534 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3535         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3536         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3537 {
3538     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3539     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3540     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3541     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3542     DWORD usage_caps = 0;
3543
3544     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3545             "resource_type %s, check_format %s, surface_type %#x.\n",
3546             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3547             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3548             debug_d3dformat(check_format_id), surface_type);
3549
3550     if (adapter_idx >= wined3d->adapter_count)
3551         return WINED3DERR_INVALIDCALL;
3552
3553     switch (resource_type)
3554     {
3555         case WINED3DRTYPE_CUBETEXTURE:
3556             /* Cubetexture allows:
3557              *      - WINED3DUSAGE_AUTOGENMIPMAP
3558              *      - WINED3DUSAGE_DEPTHSTENCIL
3559              *      - WINED3DUSAGE_DYNAMIC
3560              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3561              *      - WINED3DUSAGE_RENDERTARGET
3562              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3563              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3564              */
3565             if (surface_type != SURFACE_OPENGL)
3566             {
3567                 TRACE_(d3d_caps)("[FAILED]\n");
3568                 return WINED3DERR_NOTAVAILABLE;
3569             }
3570
3571             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3572             {
3573                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3574                 return WINED3DERR_NOTAVAILABLE;
3575             }
3576
3577             if (!CheckTextureCapability(adapter, format))
3578             {
3579                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3580                 return WINED3DERR_NOTAVAILABLE;
3581             }
3582
3583             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3584             {
3585                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3586                     /* When autogenmipmap isn't around continue and return
3587                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3588                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3589                 else
3590                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3591             }
3592
3593             /* Always report dynamic locking. */
3594             if (usage & WINED3DUSAGE_DYNAMIC)
3595                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3596
3597             if (usage & WINED3DUSAGE_RENDERTARGET)
3598             {
3599                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3600                 {
3601                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3602                     return WINED3DERR_NOTAVAILABLE;
3603                 }
3604                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3605             }
3606
3607             /* Always report software processing. */
3608             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3609                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3610
3611             if (usage & WINED3DUSAGE_QUERY_FILTER)
3612             {
3613                 if (!CheckFilterCapability(adapter, format))
3614                 {
3615                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3616                     return WINED3DERR_NOTAVAILABLE;
3617                 }
3618                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3619             }
3620
3621             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3622             {
3623                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3624                 {
3625                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3626                     return WINED3DERR_NOTAVAILABLE;
3627                 }
3628                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3629             }
3630
3631             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3632             {
3633                 if (!CheckSrgbReadCapability(adapter, format))
3634                 {
3635                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3636                     return WINED3DERR_NOTAVAILABLE;
3637                 }
3638                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3639             }
3640
3641             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3642             {
3643                 if (!CheckSrgbWriteCapability(adapter, format))
3644                 {
3645                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3646                     return WINED3DERR_NOTAVAILABLE;
3647                 }
3648                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3649             }
3650
3651             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3652             {
3653                 if (!CheckVertexTextureCapability(adapter, format))
3654                 {
3655                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3656                     return WINED3DERR_NOTAVAILABLE;
3657                 }
3658                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3659             }
3660
3661             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3662             {
3663                 if (!CheckWrapAndMipCapability(adapter, format))
3664                 {
3665                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3666                     return WINED3DERR_NOTAVAILABLE;
3667                 }
3668                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3669             }
3670             break;
3671
3672         case WINED3DRTYPE_SURFACE:
3673             /* Surface allows:
3674              *      - WINED3DUSAGE_DEPTHSTENCIL
3675              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3676              *      - WINED3DUSAGE_RENDERTARGET
3677              */
3678             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3679             {
3680                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3681                 return WINED3DERR_NOTAVAILABLE;
3682             }
3683
3684             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3685             {
3686                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3687                 {
3688                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3689                     return WINED3DERR_NOTAVAILABLE;
3690                 }
3691                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3692             }
3693
3694             if (usage & WINED3DUSAGE_RENDERTARGET)
3695             {
3696                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3697                 {
3698                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3699                     return WINED3DERR_NOTAVAILABLE;
3700                 }
3701                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3702             }
3703
3704             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3705             {
3706                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3707                 {
3708                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3709                     return WINED3DERR_NOTAVAILABLE;
3710                 }
3711                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3712             }
3713             break;
3714
3715         case WINED3DRTYPE_TEXTURE:
3716             /* Texture allows:
3717              *      - WINED3DUSAGE_AUTOGENMIPMAP
3718              *      - WINED3DUSAGE_DEPTHSTENCIL
3719              *      - WINED3DUSAGE_DMAP
3720              *      - WINED3DUSAGE_DYNAMIC
3721              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3722              *      - WINED3DUSAGE_RENDERTARGET
3723              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3724              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3725              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3726              */
3727             if (surface_type != SURFACE_OPENGL)
3728             {
3729                 TRACE_(d3d_caps)("[FAILED]\n");
3730                 return WINED3DERR_NOTAVAILABLE;
3731             }
3732
3733             if (!CheckTextureCapability(adapter, format))
3734             {
3735                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3736                 return WINED3DERR_NOTAVAILABLE;
3737             }
3738
3739             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3740             {
3741                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3742                     /* When autogenmipmap isn't around continue and return
3743                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3744                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3745                 else
3746                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3747             }
3748
3749             /* Always report dynamic locking. */
3750             if (usage & WINED3DUSAGE_DYNAMIC)
3751                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3752
3753             if (usage & WINED3DUSAGE_RENDERTARGET)
3754             {
3755                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3756                 {
3757                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3758                     return WINED3DERR_NOTAVAILABLE;
3759                 }
3760                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3761             }
3762
3763             /* Always report software processing. */
3764             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3765                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3766
3767             if (usage & WINED3DUSAGE_QUERY_FILTER)
3768             {
3769                 if (!CheckFilterCapability(adapter, format))
3770                 {
3771                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3772                     return WINED3DERR_NOTAVAILABLE;
3773                 }
3774                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3775             }
3776
3777             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3778             {
3779                 if (!CheckBumpMapCapability(adapter, format))
3780                 {
3781                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3782                     return WINED3DERR_NOTAVAILABLE;
3783                 }
3784                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3785             }
3786
3787             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3788             {
3789                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3790                 {
3791                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3792                     return WINED3DERR_NOTAVAILABLE;
3793                 }
3794                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3795             }
3796
3797             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3798             {
3799                 if (!CheckSrgbReadCapability(adapter, format))
3800                 {
3801                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3802                     return WINED3DERR_NOTAVAILABLE;
3803                 }
3804                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3805             }
3806
3807             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3808             {
3809                 if (!CheckSrgbWriteCapability(adapter, format))
3810                 {
3811                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3812                     return WINED3DERR_NOTAVAILABLE;
3813                 }
3814                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3815             }
3816
3817             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3818             {
3819                 if (!CheckVertexTextureCapability(adapter, format))
3820                 {
3821                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3822                     return WINED3DERR_NOTAVAILABLE;
3823                 }
3824                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3825             }
3826
3827             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3828             {
3829                 if (!CheckWrapAndMipCapability(adapter, format))
3830                 {
3831                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3832                     return WINED3DERR_NOTAVAILABLE;
3833                 }
3834                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3835             }
3836
3837             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3838             {
3839                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3840                 {
3841                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3842                     return WINED3DERR_NOTAVAILABLE;
3843                 }
3844                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3845                 {
3846                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3847                     return WINED3DERR_NOTAVAILABLE;
3848                 }
3849                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3850             }
3851             break;
3852
3853         case WINED3DRTYPE_VOLUMETEXTURE:
3854         case WINED3DRTYPE_VOLUME:
3855             /* Volume is to VolumeTexture what Surface is to Texture, but its
3856              * usage caps are not documented. Most driver seem to offer
3857              * (nearly) the same on Volume and VolumeTexture, so do that too.
3858              *
3859              * Volumetexture allows:
3860              *      - D3DUSAGE_DYNAMIC
3861              *      - D3DUSAGE_NONSECURE (d3d9ex)
3862              *      - D3DUSAGE_SOFTWAREPROCESSING
3863              *      - D3DUSAGE_QUERY_WRAPANDMIP
3864              */
3865             if (surface_type != SURFACE_OPENGL)
3866             {
3867                 TRACE_(d3d_caps)("[FAILED]\n");
3868                 return WINED3DERR_NOTAVAILABLE;
3869             }
3870
3871             if (!gl_info->supported[EXT_TEXTURE3D])
3872             {
3873                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3874                 return WINED3DERR_NOTAVAILABLE;
3875             }
3876
3877             if (!CheckTextureCapability(adapter, format))
3878             {
3879                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3880                 return WINED3DERR_NOTAVAILABLE;
3881             }
3882
3883             /* Filter formats that need conversion; For one part, this
3884              * conversion is unimplemented, and volume textures are huge, so
3885              * it would be a big performance hit. Unless we hit an application
3886              * needing one of those formats, don't advertize them to avoid
3887              * leading applications into temptation. The windows drivers don't
3888              * support most of those formats on volumes anyway, except for
3889              * WINED3DFMT_R32_FLOAT. */
3890             switch (check_format_id)
3891             {
3892                 case WINED3DFMT_P8_UINT:
3893                 case WINED3DFMT_L4A4_UNORM:
3894                 case WINED3DFMT_R32_FLOAT:
3895                 case WINED3DFMT_R16_FLOAT:
3896                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3897                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3898                 case WINED3DFMT_R16G16_UNORM:
3899                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3900                     return WINED3DERR_NOTAVAILABLE;
3901
3902                 case WINED3DFMT_R8G8B8A8_SNORM:
3903                 case WINED3DFMT_R16G16_SNORM:
3904                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3905                     {
3906                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3907                         return WINED3DERR_NOTAVAILABLE;
3908                     }
3909                     break;
3910
3911                 case WINED3DFMT_R8G8_SNORM:
3912                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3913                     {
3914                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3915                         return WINED3DERR_NOTAVAILABLE;
3916                     }
3917                     break;
3918
3919                 case WINED3DFMT_DXT1:
3920                 case WINED3DFMT_DXT2:
3921                 case WINED3DFMT_DXT3:
3922                 case WINED3DFMT_DXT4:
3923                 case WINED3DFMT_DXT5:
3924                     /* The GL_EXT_texture_compression_s3tc spec requires that
3925                      * loading an s3tc compressed texture results in an error.
3926                      * While the D3D refrast does support s3tc volumes, at
3927                      * least the nvidia windows driver does not, so we're free
3928                      * not to support this format. */
3929                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3930                     return WINED3DERR_NOTAVAILABLE;
3931
3932                 default:
3933                     /* Do nothing, continue with checking the format below */
3934                     break;
3935             }
3936
3937             /* Always report dynamic locking. */
3938             if (usage & WINED3DUSAGE_DYNAMIC)
3939                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3940
3941             /* Always report software processing. */
3942             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3943                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3944
3945             if (usage & WINED3DUSAGE_QUERY_FILTER)
3946             {
3947                 if (!CheckFilterCapability(adapter, format))
3948                 {
3949                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3950                     return WINED3DERR_NOTAVAILABLE;
3951                 }
3952                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3953             }
3954
3955             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3956             {
3957                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3958                 {
3959                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3960                     return WINED3DERR_NOTAVAILABLE;
3961                 }
3962                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3963             }
3964
3965             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3966             {
3967                 if (!CheckSrgbReadCapability(adapter, format))
3968                 {
3969                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3970                     return WINED3DERR_NOTAVAILABLE;
3971                 }
3972                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3973             }
3974
3975             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3976             {
3977                 if (!CheckSrgbWriteCapability(adapter, format))
3978                 {
3979                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3980                     return WINED3DERR_NOTAVAILABLE;
3981                 }
3982                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3983             }
3984
3985             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3986             {
3987                 if (!CheckVertexTextureCapability(adapter, format))
3988                 {
3989                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3990                     return WINED3DERR_NOTAVAILABLE;
3991                 }
3992                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3993             }
3994
3995             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3996             {
3997                 if (!CheckWrapAndMipCapability(adapter, format))
3998                 {
3999                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4000                     return WINED3DERR_NOTAVAILABLE;
4001                 }
4002                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4003             }
4004             break;
4005
4006         default:
4007             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4008             return WINED3DERR_NOTAVAILABLE;
4009     }
4010
4011     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4012      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4013      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4014     if (usage_caps == usage)
4015         return WINED3D_OK;
4016     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4017         return WINED3DOK_NOAUTOGEN;
4018
4019     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4020             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4021
4022     return WINED3DERR_NOTAVAILABLE;
4023 }
4024
4025 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4026         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4027 {
4028     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4029             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4030             debug_d3dformat(dst_format));
4031
4032     return WINED3D_OK;
4033 }
4034
4035 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4036         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4037 {
4038     UINT mode_count;
4039     HRESULT hr;
4040
4041     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4042             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4043             debug_d3dformat(backbuffer_format), windowed);
4044
4045     if (adapter_idx >= wined3d->adapter_count)
4046         return WINED3DERR_INVALIDCALL;
4047
4048     /* The task of this function is to check whether a certain display / backbuffer format
4049      * combination is available on the given adapter. In fullscreen mode microsoft specified
4050      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4051      * and display format should match exactly.
4052      * In windowed mode format conversion can occur and this depends on the driver. When format
4053      * conversion is done, this function should nevertheless fail and applications need to use
4054      * CheckDeviceFormatConversion.
4055      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4056
4057     /* There are only 4 display formats. */
4058     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4059             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4060             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4061             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4062     {
4063         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4064         return WINED3DERR_NOTAVAILABLE;
4065     }
4066
4067     /* If the requested display format is not available, don't continue. */
4068     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4069     if (!mode_count)
4070     {
4071         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4072         return WINED3DERR_NOTAVAILABLE;
4073     }
4074
4075     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4076      * it means 'reuse' the display format for the backbuffer. */
4077     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4078     {
4079         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4080         return WINED3DERR_NOTAVAILABLE;
4081     }
4082
4083     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4084      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4085     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4086     {
4087         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4088                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4089         return WINED3DERR_NOTAVAILABLE;
4090     }
4091
4092     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4093      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4094      * WINED3DFMT_B5G5R5A1_UNORM. */
4095     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4096             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4097     {
4098         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4099                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4100         return WINED3DERR_NOTAVAILABLE;
4101     }
4102
4103     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4104      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4105      * WINED3DFMT_B8G8R8A8_UNORM. */
4106     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4107             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4108     {
4109         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4110                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4111         return WINED3DERR_NOTAVAILABLE;
4112     }
4113
4114     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4115      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4116     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4117             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4118     {
4119         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4120                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4121         return WINED3DERR_NOTAVAILABLE;
4122     }
4123
4124     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4125     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4126             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4127     if (FAILED(hr))
4128         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4129                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4130
4131     return hr;
4132 }
4133
4134 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4135       subset of a D3DCAPS9 structure. However, it has to come via a void *
4136       as the d3d8 interface cannot import the d3d9 header                  */
4137 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4138         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4139 {
4140     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4141     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4142     int vs_selected_mode;
4143     int ps_selected_mode;
4144     struct shader_caps shader_caps;
4145     struct fragment_caps fragment_caps;
4146     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4147
4148     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4149             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4150
4151     if (adapter_idx >= wined3d->adapter_count)
4152         return WINED3DERR_INVALIDCALL;
4153
4154     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4155
4156     /* ------------------------------------------------
4157        The following fields apply to both d3d8 and d3d9
4158        ------------------------------------------------ */
4159     /* Not quite true, but use h/w supported by opengl I suppose */
4160     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4161     caps->AdapterOrdinal           = adapter_idx;
4162
4163     caps->Caps                     = 0;
4164     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4165                                      WINED3DCAPS2_FULLSCREENGAMMA |
4166                                      WINED3DCAPS2_DYNAMICTEXTURES;
4167     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4168         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4169
4170     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4171                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4172                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4173
4174     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4175                                      WINED3DPRESENT_INTERVAL_ONE;
4176
4177     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4178                                      WINED3DCURSORCAPS_LOWRES;
4179
4180     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4181                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4182                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4183                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4184                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4185                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4186                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4187                                      WINED3DDEVCAPS_PUREDEVICE          |
4188                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4189                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4190                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4191                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4192                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4193                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4194                                      WINED3DDEVCAPS_RTPATCHES;
4195
4196     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4197                                      WINED3DPMISCCAPS_CULLCCW               |
4198                                      WINED3DPMISCCAPS_CULLCW                |
4199                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4200                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4201                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4202                                      WINED3DPMISCCAPS_MASKZ                 |
4203                                      WINED3DPMISCCAPS_BLENDOP               |
4204                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4205                                     /* TODO:
4206                                         WINED3DPMISCCAPS_NULLREFERENCE
4207                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4208                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4209                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4210
4211     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4212         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4213     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4214         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4215
4216     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4217                                      WINED3DPRASTERCAPS_PAT       |
4218                                      WINED3DPRASTERCAPS_WFOG      |
4219                                      WINED3DPRASTERCAPS_ZFOG      |
4220                                      WINED3DPRASTERCAPS_FOGVERTEX |
4221                                      WINED3DPRASTERCAPS_FOGTABLE  |
4222                                      WINED3DPRASTERCAPS_STIPPLE   |
4223                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4224                                      WINED3DPRASTERCAPS_ZTEST     |
4225                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4226                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4227                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4228
4229     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4230     {
4231         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4232                              WINED3DPRASTERCAPS_ZBIAS         |
4233                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4234     }
4235     if (gl_info->supported[NV_FOG_DISTANCE])
4236     {
4237         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4238     }
4239                         /* FIXME Add:
4240                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4241                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4242                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4243                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4244                            WINED3DPRASTERCAPS_WBUFFER */
4245
4246     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4247                       WINED3DPCMPCAPS_EQUAL        |
4248                       WINED3DPCMPCAPS_GREATER      |
4249                       WINED3DPCMPCAPS_GREATEREQUAL |
4250                       WINED3DPCMPCAPS_LESS         |
4251                       WINED3DPCMPCAPS_LESSEQUAL    |
4252                       WINED3DPCMPCAPS_NEVER        |
4253                       WINED3DPCMPCAPS_NOTEQUAL;
4254
4255     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4256                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4257                            WINED3DPBLENDCAPS_DESTALPHA       |
4258                            WINED3DPBLENDCAPS_DESTCOLOR       |
4259                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4260                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4261                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4262                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4263                            WINED3DPBLENDCAPS_ONE             |
4264                            WINED3DPBLENDCAPS_SRCALPHA        |
4265                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4266                            WINED3DPBLENDCAPS_SRCCOLOR        |
4267                            WINED3DPBLENDCAPS_ZERO;
4268
4269     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4270                            WINED3DPBLENDCAPS_DESTCOLOR       |
4271                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4272                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4273                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4274                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4275                            WINED3DPBLENDCAPS_ONE             |
4276                            WINED3DPBLENDCAPS_SRCALPHA        |
4277                            WINED3DPBLENDCAPS_SRCCOLOR        |
4278                            WINED3DPBLENDCAPS_ZERO;
4279     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4280      * according to the glBlendFunc manpage
4281      *
4282      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4283      * legacy settings for srcblend only
4284      */
4285
4286     if (gl_info->supported[EXT_BLEND_COLOR])
4287     {
4288         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4289         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4290     }
4291
4292
4293     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4294                           WINED3DPCMPCAPS_EQUAL        |
4295                           WINED3DPCMPCAPS_GREATER      |
4296                           WINED3DPCMPCAPS_GREATEREQUAL |
4297                           WINED3DPCMPCAPS_LESS         |
4298                           WINED3DPCMPCAPS_LESSEQUAL    |
4299                           WINED3DPCMPCAPS_NEVER        |
4300                           WINED3DPCMPCAPS_NOTEQUAL;
4301
4302     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4303                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4304                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4305                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4306                            WINED3DPSHADECAPS_COLORFLATRGB       |
4307                            WINED3DPSHADECAPS_FOGFLAT            |
4308                            WINED3DPSHADECAPS_FOGGOURAUD         |
4309                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4310
4311     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4312                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4313                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4314                           WINED3DPTEXTURECAPS_BORDER             |
4315                           WINED3DPTEXTURECAPS_MIPMAP             |
4316                           WINED3DPTEXTURECAPS_PROJECTED          |
4317                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4318
4319     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4320     {
4321         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4322                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4323     }
4324
4325     if (gl_info->supported[EXT_TEXTURE3D])
4326     {
4327         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4328                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4329         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4330         {
4331             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4332         }
4333     }
4334
4335     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4336     {
4337         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4338                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4339         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4340         {
4341             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4342         }
4343     }
4344
4345     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4346                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4347                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4348                                WINED3DPTFILTERCAPS_MINFPOINT        |
4349                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4350                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4351                                WINED3DPTFILTERCAPS_LINEAR           |
4352                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4353                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4354                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4355                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4356                                WINED3DPTFILTERCAPS_NEAREST;
4357
4358     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4359     {
4360         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4361                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4362     }
4363
4364     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4365     {
4366         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4367                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4368                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4369                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4370                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4371                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4372                                        WINED3DPTFILTERCAPS_LINEAR           |
4373                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4374                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4375                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4376                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4377                                        WINED3DPTFILTERCAPS_NEAREST;
4378
4379         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4380         {
4381             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4382                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4383         }
4384     }
4385     else
4386     {
4387         caps->CubeTextureFilterCaps = 0;
4388     }
4389
4390     if (gl_info->supported[EXT_TEXTURE3D])
4391     {
4392         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4393                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4394                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4395                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4396                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4397                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4398                                          WINED3DPTFILTERCAPS_LINEAR           |
4399                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4400                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4401                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4402                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4403                                          WINED3DPTFILTERCAPS_NEAREST;
4404     }
4405     else
4406     {
4407         caps->VolumeTextureFilterCaps = 0;
4408     }
4409
4410     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4411                                  WINED3DPTADDRESSCAPS_CLAMP  |
4412                                  WINED3DPTADDRESSCAPS_WRAP;
4413
4414     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4415     {
4416         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4417     }
4418     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4419     {
4420         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4421     }
4422     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4423     {
4424         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4425     }
4426
4427     if (gl_info->supported[EXT_TEXTURE3D])
4428     {
4429         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4430                                            WINED3DPTADDRESSCAPS_CLAMP  |
4431                                            WINED3DPTADDRESSCAPS_WRAP;
4432         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4433         {
4434             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4435         }
4436         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4437         {
4438             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4439         }
4440         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4441         {
4442             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4443         }
4444     }
4445     else
4446     {
4447         caps->VolumeTextureAddressCaps = 0;
4448     }
4449
4450     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4451                       WINED3DLINECAPS_ZTEST         |
4452                       WINED3DLINECAPS_BLEND         |
4453                       WINED3DLINECAPS_ALPHACMP      |
4454                       WINED3DLINECAPS_FOG;
4455     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4456      * idea how generating the smoothing alpha values works; the result is different
4457      */
4458
4459     caps->MaxTextureWidth = gl_info->limits.texture_size;
4460     caps->MaxTextureHeight = gl_info->limits.texture_size;
4461
4462     if (gl_info->supported[EXT_TEXTURE3D])
4463         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4464     else
4465         caps->MaxVolumeExtent = 0;
4466
4467     caps->MaxTextureRepeat = 32768;
4468     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4469     caps->MaxVertexW = 1.0f;
4470
4471     caps->GuardBandLeft = 0.0f;
4472     caps->GuardBandTop = 0.0f;
4473     caps->GuardBandRight = 0.0f;
4474     caps->GuardBandBottom = 0.0f;
4475
4476     caps->ExtentsAdjust = 0.0f;
4477
4478     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4479                           WINED3DSTENCILCAPS_INCRSAT |
4480                           WINED3DSTENCILCAPS_INVERT  |
4481                           WINED3DSTENCILCAPS_KEEP    |
4482                           WINED3DSTENCILCAPS_REPLACE |
4483                           WINED3DSTENCILCAPS_ZERO;
4484     if (gl_info->supported[EXT_STENCIL_WRAP])
4485     {
4486         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4487                               WINED3DSTENCILCAPS_INCR;
4488     }
4489     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4490     {
4491         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4492     }
4493
4494     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4495
4496     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4497     caps->MaxActiveLights = gl_info->limits.lights;
4498
4499     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4500     caps->MaxVertexBlendMatrixIndex   = 0;
4501
4502     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4503     caps->MaxPointSize = gl_info->limits.pointsize_max;
4504
4505
4506     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4507     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4508                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4509                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4510                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4511                                   WINED3DVTXPCAPS_VERTEXFOG         |
4512                                   WINED3DVTXPCAPS_TEXGEN;
4513
4514     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4515     caps->MaxVertexIndex      = 0xFFFFF;
4516     caps->MaxStreams          = MAX_STREAMS;
4517     caps->MaxStreamStride     = 1024;
4518
4519     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4520     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4521                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4522     caps->MaxNpatchTessellationLevel        = 0;
4523     caps->MasterAdapterOrdinal              = 0;
4524     caps->AdapterOrdinalInGroup             = 0;
4525     caps->NumberOfAdaptersInGroup           = 1;
4526
4527     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4528
4529     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4530                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4531                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4532                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4533     caps->VertexTextureFilterCaps             = 0;
4534
4535     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4536     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4537
4538     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4539     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4540
4541     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4542      * Ignore shader model capabilities if disabled in config
4543      */
4544     if (vs_selected_mode == SHADER_NONE)
4545     {
4546         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4547         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4548         caps->MaxVertexShaderConst         = 0;
4549     }
4550     else
4551     {
4552         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4553         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4554     }
4555
4556     if (ps_selected_mode == SHADER_NONE)
4557     {
4558         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4559         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4560         caps->PixelShader1xMaxValue        = 0.0f;
4561     } else {
4562         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4563         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4564     }
4565
4566     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4567     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4568     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4569
4570     /* The following caps are shader specific, but they are things we cannot detect, or which
4571      * are the same among all shader models. So to avoid code duplication set the shader version
4572      * specific, but otherwise constant caps here
4573      */
4574     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4575     {
4576         /* Where possible set the caps based on OpenGL extensions and if they
4577          * aren't set (in case of software rendering) use the VS 3.0 from
4578          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4579          * VS3.0 value. */
4580         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4581         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4582         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4583         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4584         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4585         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4586
4587         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4588         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4589     }
4590     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4591     {
4592         caps->VS20Caps.Caps                     = 0;
4593         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4594         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4595         caps->VS20Caps.StaticFlowControlDepth   = 1;
4596
4597         caps->MaxVShaderInstructionsExecuted    = 65535;
4598         caps->MaxVertexShader30InstructionSlots = 0;
4599     }
4600     else
4601     { /* VS 1.x */
4602         caps->VS20Caps.Caps                     = 0;
4603         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4604         caps->VS20Caps.NumTemps                 = 0;
4605         caps->VS20Caps.StaticFlowControlDepth   = 0;
4606
4607         caps->MaxVShaderInstructionsExecuted    = 0;
4608         caps->MaxVertexShader30InstructionSlots = 0;
4609     }
4610
4611     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4612     {
4613         /* Where possible set the caps based on OpenGL extensions and if they
4614          * aren't set (in case of software rendering) use the PS 3.0 from
4615          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4616          * PS 3.0 value. */
4617
4618         /* Caps is more or less undocumented on MSDN but it appears to be
4619          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4620          * cards from Windows */
4621         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4622                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4623                 WINED3DPS20CAPS_PREDICATION          |
4624                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4625                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4626         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4627         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4628         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4629         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4630         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4631         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4632         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4633
4634         caps->MaxPShaderInstructionsExecuted = 65535;
4635         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4636                 adapter->gl_info.limits.arb_ps_instructions);
4637     }
4638     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4639     {
4640         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4641         caps->PS20Caps.Caps                     = 0;
4642         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4643         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4644         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4645         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4646         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4647
4648         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4649         caps->MaxPixelShader30InstructionSlots  = 0;
4650     }
4651     else /* PS 1.x */
4652     {
4653         caps->PS20Caps.Caps                     = 0;
4654         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4655         caps->PS20Caps.NumTemps                 = 0;
4656         caps->PS20Caps.StaticFlowControlDepth   = 0;
4657         caps->PS20Caps.NumInstructionSlots      = 0;
4658
4659         caps->MaxPShaderInstructionsExecuted    = 0;
4660         caps->MaxPixelShader30InstructionSlots  = 0;
4661     }
4662
4663     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4664     {
4665         /* OpenGL supports all the formats below, perhaps not always
4666          * without conversion, but it supports them.
4667          * Further GLSL doesn't seem to have an official unsigned type so
4668          * don't advertise it yet as I'm not sure how we handle it.
4669          * We might need to add some clamping in the shader engine to
4670          * support it.
4671          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4672         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4673                           WINED3DDTCAPS_UBYTE4N   |
4674                           WINED3DDTCAPS_SHORT2N   |
4675                           WINED3DDTCAPS_SHORT4N;
4676         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4677         {
4678             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4679                                WINED3DDTCAPS_FLOAT16_4;
4680         }
4681     }
4682     else
4683     {
4684         caps->DeclTypes = 0;
4685     }
4686
4687     /* Set DirectDraw helper Caps */
4688     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4689                                         WINEDDCKEYCAPS_SRCBLT;
4690     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4691                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4692                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4693                                         WINEDDFXCAPS_BLTROTATION90          |
4694                                         WINEDDFXCAPS_BLTSHRINKX             |
4695                                         WINEDDFXCAPS_BLTSHRINKXN            |
4696                                         WINEDDFXCAPS_BLTSHRINKY             |
4697                                         WINEDDFXCAPS_BLTSHRINKXN            |
4698                                         WINEDDFXCAPS_BLTSTRETCHX            |
4699                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4700                                         WINEDDFXCAPS_BLTSTRETCHY            |
4701                                         WINEDDFXCAPS_BLTSTRETCHYN;
4702     blit_caps =                         WINEDDCAPS_BLT                      |
4703                                         WINEDDCAPS_BLTCOLORFILL             |
4704                                         WINEDDCAPS_BLTDEPTHFILL             |
4705                                         WINEDDCAPS_BLTSTRETCH               |
4706                                         WINEDDCAPS_CANBLTSYSMEM             |
4707                                         WINEDDCAPS_CANCLIP                  |
4708                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4709                                         WINEDDCAPS_COLORKEY                 |
4710                                         WINEDDCAPS_COLORKEYHWASSIST         |
4711                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4712     pal_caps =                          WINEDDPCAPS_8BIT                    |
4713                                         WINEDDPCAPS_PRIMARYSURFACE;
4714
4715     /* Fill the ddraw caps structure */
4716     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4717                                         WINEDDCAPS_PALETTE                  |
4718                                         blit_caps;
4719     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4720                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4721                                         WINEDDCAPS2_PRIMARYGAMMA             |
4722                                         WINEDDCAPS2_WIDESURFACES             |
4723                                         WINEDDCAPS2_CANRENDERWINDOWED;
4724     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4725     caps->DirectDrawCaps.FXCaps =       fx_caps;
4726     caps->DirectDrawCaps.PalCaps =      pal_caps;
4727     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4728     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4729     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4730     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4731     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4732     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4733     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4734     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4735     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4736
4737     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4738                                         WINEDDSCAPS_BACKBUFFER              |
4739                                         WINEDDSCAPS_FLIP                    |
4740                                         WINEDDSCAPS_FRONTBUFFER             |
4741                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4742                                         WINEDDSCAPS_PALETTE                 |
4743                                         WINEDDSCAPS_PRIMARYSURFACE          |
4744                                         WINEDDSCAPS_SYSTEMMEMORY            |
4745                                         WINEDDSCAPS_VIDEOMEMORY             |
4746                                         WINEDDSCAPS_VISIBLE;
4747     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4748
4749     /* Set D3D caps if OpenGL is available. */
4750     if (adapter->opengl)
4751     {
4752         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4753                                         WINEDDSCAPS_MIPMAP                  |
4754                                         WINEDDSCAPS_TEXTURE                 |
4755                                         WINEDDSCAPS_ZBUFFER;
4756         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4757     }
4758
4759     return WINED3D_OK;
4760 }
4761
4762 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4763         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4764 {
4765     IWineD3DDeviceImpl *object;
4766     HRESULT hr;
4767
4768     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4769             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4770
4771     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4772      * number and create a device without a 3D adapter for 2D only operation. */
4773     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4774         return WINED3DERR_INVALIDCALL;
4775
4776     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4777     if (!object)
4778     {
4779         ERR("Failed to allocate device memory.\n");
4780         return E_OUTOFMEMORY;
4781     }
4782
4783     hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4784     if (FAILED(hr))
4785     {
4786         WARN("Failed to initialize device, hr %#x.\n", hr);
4787         HeapFree(GetProcessHeap(), 0, object);
4788         return hr;
4789     }
4790
4791     TRACE("Created device %p.\n", object);
4792     *device = (IWineD3DDevice *)object;
4793
4794     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4795
4796     return WINED3D_OK;
4797 }
4798
4799 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4800 {
4801     TRACE("wined3d %p.\n", wined3d);
4802
4803     return wined3d->parent;
4804 }
4805
4806 static void WINE_GLAPI invalid_func(const void *data)
4807 {
4808     ERR("Invalid vertex attribute function called\n");
4809     DebugBreak();
4810 }
4811
4812 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4813 {
4814     ERR("Invalid texcoord function called\n");
4815     DebugBreak();
4816 }
4817
4818 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4819  * the extension detection and are used in drawStridedSlow
4820  */
4821 static void WINE_GLAPI position_d3dcolor(const void *data)
4822 {
4823     DWORD pos = *((const DWORD *)data);
4824
4825     FIXME("Add a test for fixed function position from d3dcolor type\n");
4826     glVertex4s(D3DCOLOR_B_R(pos),
4827                D3DCOLOR_B_G(pos),
4828                D3DCOLOR_B_B(pos),
4829                D3DCOLOR_B_A(pos));
4830 }
4831
4832 static void WINE_GLAPI position_float4(const void *data)
4833 {
4834     const GLfloat *pos = data;
4835
4836     if (pos[3] != 0.0f && pos[3] != 1.0f)
4837     {
4838         float w = 1.0f / pos[3];
4839
4840         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4841     }
4842     else
4843     {
4844         glVertex3fv(pos);
4845     }
4846 }
4847
4848 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4849 {
4850     DWORD diffuseColor = *((const DWORD *)data);
4851
4852     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4853                D3DCOLOR_B_G(diffuseColor),
4854                D3DCOLOR_B_B(diffuseColor),
4855                D3DCOLOR_B_A(diffuseColor));
4856 }
4857
4858 static void WINE_GLAPI specular_d3dcolor(const void *data)
4859 {
4860     DWORD specularColor = *((const DWORD *)data);
4861     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4862             D3DCOLOR_B_G(specularColor),
4863             D3DCOLOR_B_B(specularColor)};
4864
4865     specular_func_3ubv(d);
4866 }
4867
4868 static void WINE_GLAPI warn_no_specular_func(const void *data)
4869 {
4870     WARN("GL_EXT_secondary_color not supported\n");
4871 }
4872
4873 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4874 {
4875     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4876     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4877     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4878     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4879     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4880     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4881     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4882     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4883     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4884     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4885     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4886     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4887     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4888     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4889     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4890     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4891     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4892
4893     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4894     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4895     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4896     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4897     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4898     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4899     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4900     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4901     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4902     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4903     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4904     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4905     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4906     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4907     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4908     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4909     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4910
4911     /* No 4 component entry points here */
4912     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4914     if (gl_info->supported[EXT_SECONDARY_COLOR])
4915     {
4916         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4917     }
4918     else
4919     {
4920         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4921     }
4922     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4923     if (gl_info->supported[EXT_SECONDARY_COLOR])
4924     {
4925         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4926         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4927     }
4928     else
4929     {
4930         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4931     }
4932     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4933     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4934     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4935     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4936     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4937     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4938     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4939     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4940     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4941     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4942     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4943     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4944
4945     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4946      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4947      */
4948     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4949     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4950     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4951     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4952     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4953     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4954     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4955     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4956     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4957     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4958     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4959     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4960     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4961     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4962     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4963     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4964     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4965
4966     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4967     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4968     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4969     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4970     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4971     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4972     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4973     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4974     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4975     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4976     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4977     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4978     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4979     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4980     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4981     if (gl_info->supported[NV_HALF_FLOAT])
4982     {
4983         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4984         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4985         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4986     } else {
4987         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4988         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4989     }
4990 }
4991
4992 /* Do not call while under the GL lock. */
4993 static BOOL InitAdapters(struct wined3d *wined3d)
4994 {
4995     static HMODULE mod_gl;
4996     BOOL ret;
4997     int ps_selected_mode, vs_selected_mode;
4998
4999     /* No need to hold any lock. The calling library makes sure only one thread calls
5000      * wined3d simultaneously
5001      */
5002
5003     TRACE("Initializing adapters\n");
5004
5005     if(!mod_gl) {
5006 #ifdef USE_WIN32_OPENGL
5007 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5008         mod_gl = LoadLibraryA("opengl32.dll");
5009         if(!mod_gl) {
5010             ERR("Can't load opengl32.dll!\n");
5011             goto nogl_adapter;
5012         }
5013 #else
5014 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5015         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5016         mod_gl = GetModuleHandleA("gdi32.dll");
5017 #endif
5018     }
5019
5020 /* Load WGL core functions from opengl32.dll */
5021 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5022     WGL_FUNCS_GEN;
5023 #undef USE_WGL_FUNC
5024
5025     if(!pwglGetProcAddress) {
5026         ERR("Unable to load wglGetProcAddress!\n");
5027         goto nogl_adapter;
5028     }
5029
5030 /* Dynamically load all GL core functions */
5031     GL_FUNCS_GEN;
5032 #undef USE_GL_FUNC
5033
5034     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5035      * otherwise because we have to use winex11.drv's override
5036      */
5037 #ifdef USE_WIN32_OPENGL
5038     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5039     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5040 #else
5041     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5042     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5043 #endif
5044
5045     glEnableWINE = glEnable;
5046     glDisableWINE = glDisable;
5047
5048     /* For now only one default adapter */
5049     {
5050         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5051         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5052         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5053         int iPixelFormat;
5054         int res;
5055         int i;
5056         WineD3D_PixelFormat *cfgs;
5057         DISPLAY_DEVICEW DisplayDevice;
5058         HDC hdc;
5059
5060         TRACE("Initializing default adapter\n");
5061         adapter->ordinal = 0;
5062         adapter->monitorPoint.x = -1;
5063         adapter->monitorPoint.y = -1;
5064
5065         if (!AllocateLocallyUniqueId(&adapter->luid))
5066         {
5067             DWORD err = GetLastError();
5068             ERR("Failed to set adapter LUID (%#x).\n", err);
5069             goto nogl_adapter;
5070         }
5071         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5072                 adapter->luid.HighPart, adapter->luid.LowPart);
5073
5074         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5075         {
5076             ERR("Failed to get a gl context for default adapter\n");
5077             goto nogl_adapter;
5078         }
5079
5080         ret = IWineD3DImpl_FillGLCaps(adapter);
5081         if(!ret) {
5082             ERR("Failed to initialize gl caps for default adapter\n");
5083             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5084             goto nogl_adapter;
5085         }
5086         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5087         if(!ret) {
5088             ERR("Failed to init gl formats\n");
5089             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5090             goto nogl_adapter;
5091         }
5092
5093         hdc = fake_gl_ctx.dc;
5094
5095         adapter->TextureRam = adapter->driver_info.vidmem;
5096         adapter->UsedTextureRam = 0;
5097         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5098
5099         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5100         DisplayDevice.cb = sizeof(DisplayDevice);
5101         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5102         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5103         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5104
5105         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5106         {
5107             int attribute;
5108             int attribs[11];
5109             int values[11];
5110             int nAttribs = 0;
5111
5112             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5113             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5114
5115             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5116             cfgs = adapter->cfgs;
5117             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5118             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5119             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5120             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5121             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5122             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5123             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5124             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5125             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5126             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5127             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5128
5129             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5130             {
5131                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5132
5133                 if(!res)
5134                     continue;
5135
5136                 /* Cache the pixel format */
5137                 cfgs->iPixelFormat = iPixelFormat;
5138                 cfgs->redSize = values[0];
5139                 cfgs->greenSize = values[1];
5140                 cfgs->blueSize = values[2];
5141                 cfgs->alphaSize = values[3];
5142                 cfgs->colorSize = values[4];
5143                 cfgs->depthSize = values[5];
5144                 cfgs->stencilSize = values[6];
5145                 cfgs->windowDrawable = values[7];
5146                 cfgs->iPixelType = values[8];
5147                 cfgs->doubleBuffer = values[9];
5148                 cfgs->auxBuffers = values[10];
5149
5150                 cfgs->numSamples = 0;
5151                 /* Check multisample support */
5152                 if (gl_info->supported[ARB_MULTISAMPLE])
5153                 {
5154                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5155                     int value[2];
5156                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5157                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5158                         * value[1] = number of multi sample buffers*/
5159                         if(value[0])
5160                             cfgs->numSamples = value[1];
5161                     }
5162                 }
5163
5164                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5165                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5166                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5167                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5168                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5169                 cfgs++;
5170             }
5171         }
5172         else
5173         {
5174             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5175             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5176             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5177
5178             cfgs = adapter->cfgs;
5179             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5180             {
5181                 PIXELFORMATDESCRIPTOR ppfd;
5182
5183                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5184                 if(!res)
5185                     continue;
5186
5187                 /* We only want HW acceleration using an OpenGL ICD driver.
5188                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5189                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5190                  */
5191                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5192                 {
5193                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5194                     continue;
5195                 }
5196
5197                 cfgs->iPixelFormat = iPixelFormat;
5198                 cfgs->redSize = ppfd.cRedBits;
5199                 cfgs->greenSize = ppfd.cGreenBits;
5200                 cfgs->blueSize = ppfd.cBlueBits;
5201                 cfgs->alphaSize = ppfd.cAlphaBits;
5202                 cfgs->colorSize = ppfd.cColorBits;
5203                 cfgs->depthSize = ppfd.cDepthBits;
5204                 cfgs->stencilSize = ppfd.cStencilBits;
5205                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5206                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5207                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5208                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5209                 cfgs->numSamples = 0;
5210
5211                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5212                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5213                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5214                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5215                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5216                 cfgs++;
5217                 adapter->nCfgs++;
5218             }
5219
5220             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5221             if(!adapter->nCfgs)
5222             {
5223                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5224
5225                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5226                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5227                 goto nogl_adapter;
5228             }
5229         }
5230
5231         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5232          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5233          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5234          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5235          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5236          * driver is allowed to consume more bits EXCEPT for stencil bits.
5237          *
5238          * Mark an adapter with this broken stencil behavior.
5239          */
5240         adapter->brokenStencil = TRUE;
5241         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5242         {
5243             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5244             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5245                 adapter->brokenStencil = FALSE;
5246                 break;
5247             }
5248         }
5249
5250         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5251
5252         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5253         fillGLAttribFuncs(&adapter->gl_info);
5254         adapter->opengl = TRUE;
5255     }
5256     wined3d->adapter_count = 1;
5257     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5258
5259     return TRUE;
5260
5261 nogl_adapter:
5262     /* Initialize an adapter for ddraw-only memory counting */
5263     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5264     wined3d->adapters[0].ordinal = 0;
5265     wined3d->adapters[0].opengl = FALSE;
5266     wined3d->adapters[0].monitorPoint.x = -1;
5267     wined3d->adapters[0].monitorPoint.y = -1;
5268
5269     wined3d->adapters[0].driver_info.name = "Display";
5270     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5271     if (wined3d_settings.emulated_textureram)
5272         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5273     else
5274         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5275
5276     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5277
5278     wined3d->adapter_count = 1;
5279     return FALSE;
5280 }
5281
5282 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5283
5284 const struct wined3d_parent_ops wined3d_null_parent_ops =
5285 {
5286     wined3d_null_wined3d_object_destroyed,
5287 };
5288
5289 /* Do not call while under the GL lock. */
5290 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
5291 {
5292     wined3d->dxVersion = version;
5293     wined3d->ref = 1;
5294     wined3d->parent = parent;
5295
5296     if (!InitAdapters(wined3d))
5297     {
5298         WARN("Failed to initialize adapters.\n");
5299         if (version > 7)
5300         {
5301             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5302             return E_FAIL;
5303         }
5304     }
5305
5306     return WINED3D_OK;
5307 }