wined3d: Get rid of the remaining "Flags".
[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 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1089     /* ATI cards */
1090     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1091     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1092     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_ATI_R600,         512 },
1107     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1108     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1109     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_ATI_R600,         1024},
1110     /* Intel cards */
1111     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1112     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1115     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1116     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1117     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1118     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1119 };
1120
1121 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1122         enum wined3d_driver_model driver_model)
1123 {
1124     unsigned int i;
1125
1126     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1127     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1128     {
1129         const struct driver_version_information *entry = &driver_version_table[i];
1130
1131         if (entry->driver == driver && entry->driver_model == driver_model)
1132         {
1133             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1134                 entry->driver_name, entry->version, entry->subversion, entry->build);
1135
1136             return entry;
1137         }
1138     }
1139     return NULL;
1140 }
1141
1142 static void init_driver_info(struct wined3d_driver_info *driver_info,
1143         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1144 {
1145     OSVERSIONINFOW os_version;
1146     WORD driver_os_version;
1147     unsigned int i;
1148     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1149     enum wined3d_driver_model driver_model;
1150     const struct driver_version_information *version_info;
1151
1152     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1153     {
1154         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1155         vendor = wined3d_settings.pci_vendor_id;
1156     }
1157     driver_info->vendor = vendor;
1158
1159     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1160     {
1161         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1162         device = wined3d_settings.pci_device_id;
1163     }
1164     driver_info->device = device;
1165
1166     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1167      * overrides the pci ids to a card which is not in our database. */
1168     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1169
1170     memset(&os_version, 0, sizeof(os_version));
1171     os_version.dwOSVersionInfoSize = sizeof(os_version);
1172     if (!GetVersionExW(&os_version))
1173     {
1174         ERR("Failed to get OS version, reporting 2000/XP.\n");
1175         driver_os_version = 6;
1176         driver_model = DRIVER_MODEL_NT5X;
1177     }
1178     else
1179     {
1180         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1181         switch (os_version.dwMajorVersion)
1182         {
1183             case 4:
1184                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1185                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1186                  */
1187                 driver_os_version = 4;
1188                 driver_model = DRIVER_MODEL_WIN9X;
1189                 break;
1190
1191             case 5:
1192                 driver_os_version = 6;
1193                 driver_model = DRIVER_MODEL_NT5X;
1194                 break;
1195
1196             case 6:
1197                 if (os_version.dwMinorVersion == 0)
1198                 {
1199                     driver_os_version = 7;
1200                     driver_model = DRIVER_MODEL_NT6X;
1201                 }
1202                 else
1203                 {
1204                     if (os_version.dwMinorVersion > 1)
1205                     {
1206                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1207                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1208                     }
1209                     driver_os_version = 8;
1210                     driver_model = DRIVER_MODEL_NT6X;
1211                 }
1212                 break;
1213
1214             default:
1215                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1216                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1217                 driver_os_version = 6;
1218                 driver_model = DRIVER_MODEL_NT5X;
1219                 break;
1220         }
1221     }
1222
1223     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1224      * This means that unless the ids are overriden, we will always find a GPU description. */
1225     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1226     {
1227         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1228         {
1229             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1230
1231             driver_info->description = gpu_description_table[i].description;
1232             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1233             driver = gpu_description_table[i].driver;
1234             break;
1235         }
1236     }
1237
1238     if (wined3d_settings.emulated_textureram)
1239     {
1240         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1241         driver_info->vidmem = wined3d_settings.emulated_textureram;
1242     }
1243
1244     /* Try to obtain driver version information for the current Windows version. This fails in
1245      * some cases:
1246      * - the gpu is not available on the currently selected OS version:
1247      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1248      *     version information for the current Windows version is returned instead of faked info.
1249      *     We do the same and assume the default Windows version to emulate is WinXP.
1250      *
1251      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1252      *     For now return the XP driver info. Perhaps later on we should return VESA.
1253      *
1254      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1255      *   This could be an indication that our database is not up to date, so this should be fixed.
1256      */
1257     version_info = get_driver_version_info(driver, driver_model);
1258     if (version_info)
1259     {
1260         driver_info->name = version_info->driver_name;
1261         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1262         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1263     }
1264     else
1265     {
1266         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1267         if (version_info)
1268         {
1269             driver_info->name = version_info->driver_name;
1270             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1271             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1272         }
1273         else
1274         {
1275             driver_info->description = "Direct3D HAL";
1276             driver_info->name = "Display";
1277             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1278             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1279
1280             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1281                     vendor, device, driver_model);
1282         }
1283     }
1284
1285     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1286             driver_info->version_high, driver_info->version_low);
1287 }
1288
1289 /* Context activation is done by the caller. */
1290 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1291         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1292 {
1293     unsigned int i;
1294
1295     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1296     {
1297         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1298         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1299         quirk_table[i].apply(gl_info);
1300     }
1301
1302     /* Find out if PBOs work as they are supposed to. */
1303     test_pbo_functionality(gl_info);
1304 }
1305
1306 static DWORD wined3d_parse_gl_version(const char *gl_version)
1307 {
1308     const char *ptr = gl_version;
1309     int major, minor;
1310
1311     major = atoi(ptr);
1312     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1313
1314     while (isdigit(*ptr)) ++ptr;
1315     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1316
1317     minor = atoi(ptr);
1318
1319     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1320
1321     return MAKEDWORD_VERSION(major, minor);
1322 }
1323
1324 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1325 {
1326
1327     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1328      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1329      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1330      *
1331      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1332      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1333      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1334      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1335      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1336      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1337      * DirectDraw, not OpenGL. */
1338     if (gl_info->supported[APPLE_FENCE]
1339             && gl_info->supported[APPLE_CLIENT_STORAGE]
1340             && gl_info->supported[APPLE_FLUSH_RENDER]
1341             && gl_info->supported[APPLE_YCBCR_422])
1342         return GL_VENDOR_APPLE;
1343
1344     if (strstr(gl_vendor_string, "NVIDIA"))
1345         return GL_VENDOR_NVIDIA;
1346
1347     if (strstr(gl_vendor_string, "ATI"))
1348         return GL_VENDOR_FGLRX;
1349
1350     if (strstr(gl_vendor_string, "Intel(R)")
1351             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1352             || strstr(gl_renderer, "Intel")
1353             || strstr(gl_vendor_string, "Intel Inc."))
1354         return GL_VENDOR_INTEL;
1355
1356     if (strstr(gl_vendor_string, "Mesa")
1357             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1358             || strstr(gl_vendor_string, "DRI R300 Project")
1359             || strstr(gl_vendor_string, "X.Org R300 Project")
1360             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1361             || strstr(gl_vendor_string, "VMware, Inc.")
1362             || strstr(gl_renderer, "Mesa")
1363             || strstr(gl_renderer, "Gallium"))
1364         return GL_VENDOR_MESA;
1365
1366     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1367             debugstr_a(gl_vendor_string));
1368
1369     return GL_VENDOR_UNKNOWN;
1370 }
1371
1372 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1373 {
1374     if (strstr(gl_vendor_string, "NVIDIA"))
1375         return HW_VENDOR_NVIDIA;
1376
1377     if (strstr(gl_vendor_string, "ATI")
1378             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1379             || strstr(gl_vendor_string, "X.Org R300 Project")
1380             || strstr(gl_renderer, "AMD")
1381             || strstr(gl_renderer, "R100")
1382             || strstr(gl_renderer, "R200")
1383             || strstr(gl_renderer, "R300")
1384             || strstr(gl_renderer, "R600")
1385             || strstr(gl_renderer, "R700"))
1386         return HW_VENDOR_ATI;
1387
1388     if (strstr(gl_vendor_string, "Intel(R)")
1389             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1390             || strstr(gl_renderer, "Intel")
1391             || strstr(gl_vendor_string, "Intel Inc."))
1392         return HW_VENDOR_INTEL;
1393
1394     if (strstr(gl_vendor_string, "Mesa")
1395             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1396             || strstr(gl_vendor_string, "VMware, Inc."))
1397         return HW_VENDOR_SOFTWARE;
1398
1399     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1400
1401     return HW_VENDOR_NVIDIA;
1402 }
1403
1404
1405
1406 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1407         const char *gl_renderer)
1408 {
1409     unsigned int i;
1410
1411     if (WINE_D3D10_CAPABLE(gl_info))
1412     {
1413         static const struct
1414         {
1415             const char *renderer;
1416             enum wined3d_pci_device id;
1417         }
1418         cards[] =
1419         {
1420             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1421             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1422             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1423             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1424             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1425             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1426             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1427             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1428             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1429             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1430             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1431             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1432             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1433             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1434             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1435             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1436             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1437             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1438             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1439             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1440             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1441             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1442             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1443             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1444             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1445             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1446             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1447             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1448             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1449             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1450             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1451             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1452             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1453             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1454             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1455             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1456             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1457             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1458             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1459             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1460             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1461             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1462         };
1463
1464         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1465         {
1466             if (strstr(gl_renderer, cards[i].renderer))
1467                 return cards[i].id;
1468         }
1469
1470         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1471         return CARD_NVIDIA_GEFORCE_8300GS;
1472     }
1473
1474     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1475      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1476      */
1477     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1478     {
1479         static const struct
1480         {
1481             const char *renderer;
1482             enum wined3d_pci_device id;
1483         }
1484         cards[] =
1485         {
1486             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1487             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1488             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1489             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1490             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1491             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1492             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1493             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1494             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1495             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1496             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1497             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1498             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1499         };
1500
1501         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1502         {
1503             if (strstr(gl_renderer, cards[i].renderer))
1504                 return cards[i].id;
1505         }
1506
1507         /* Geforce 6/7 - lowend */
1508         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1509     }
1510
1511     if (WINE_D3D9_CAPABLE(gl_info))
1512     {
1513         /* GeforceFX - highend */
1514         if (strstr(gl_renderer, "5800")
1515                 || strstr(gl_renderer, "5900")
1516                 || strstr(gl_renderer, "5950")
1517                 || strstr(gl_renderer, "Quadro FX"))
1518         {
1519             return CARD_NVIDIA_GEFORCEFX_5800;
1520         }
1521
1522         /* GeforceFX - midend */
1523         if (strstr(gl_renderer, "5600")
1524                 || strstr(gl_renderer, "5650")
1525                 || strstr(gl_renderer, "5700")
1526                 || strstr(gl_renderer, "5750"))
1527         {
1528             return CARD_NVIDIA_GEFORCEFX_5600;
1529         }
1530
1531         /* GeforceFX - lowend */
1532         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1533     }
1534
1535     if (WINE_D3D8_CAPABLE(gl_info))
1536     {
1537         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1538         {
1539             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1540         }
1541
1542         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1543     }
1544
1545     if (WINE_D3D7_CAPABLE(gl_info))
1546     {
1547         if (strstr(gl_renderer, "GeForce4 MX"))
1548         {
1549             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1550         }
1551
1552         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1553         {
1554             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1555         }
1556
1557         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1558         {
1559             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1560         }
1561
1562         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1563     }
1564
1565     if (strstr(gl_renderer, "TNT2"))
1566     {
1567         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1568     }
1569
1570     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1571 }
1572
1573 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1574         const char *gl_renderer)
1575 {
1576     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1577      *
1578      * Beware: renderer string do not match exact card model,
1579      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1580     if (WINE_D3D10_CAPABLE(gl_info))
1581     {
1582         unsigned int i;
1583
1584         static const struct
1585         {
1586             const char *renderer;
1587             enum wined3d_pci_device id;
1588         }
1589         cards[] =
1590         {
1591             /* Evergreen */
1592             {"HD 5870", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1593             {"HD 5850", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1594             {"HD 5800", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1595             {"HD 5770", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1596             {"HD 5750", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1597             {"HD 5700", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1598             /* R700 */
1599             {"HD 4890", CARD_ATI_RADEON_HD4800},    /* Radeon RV790 */
1600             {"HD 4870", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1601             {"HD 4850", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1602             {"HD 4830", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1603             {"HD 4800", CARD_ATI_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1604             {"HD 4770", CARD_ATI_RADEON_HD4700},    /* Radeon RV740 */
1605             {"HD 4700", CARD_ATI_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1606             {"HD 4670", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1607             {"HD 4650", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1608             {"HD 4600", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1609             {"HD 4550", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1610             {"HD 4350", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1611             /* R600/R700 integrated */
1612             {"HD 3300", CARD_ATI_RADEON_HD3200},
1613             {"HD 3200", CARD_ATI_RADEON_HD3200},
1614             {"HD 3100", CARD_ATI_RADEON_HD3200},
1615             /* R600 */
1616             {"HD 3870", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1617             {"HD 3850", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1618             {"HD 2900", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1619             {"HD 3830", CARD_ATI_RADEON_HD2600},    /* China-only midend */
1620             {"HD 3690", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1621             {"HD 3650", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1622             {"HD 2600", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1623             {"HD 3470", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1624             {"HD 3450", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1625             {"HD 3430", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1626             {"HD 3400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1627             {"HD 2400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1628             {"HD 2350", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1629         };
1630
1631         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1632         {
1633             if (strstr(gl_renderer, cards[i].renderer))
1634                 return cards[i].id;
1635         }
1636
1637         /* Default for when no GPU has been found */
1638         return CARD_ATI_RADEON_HD3200;
1639     }
1640
1641     if (WINE_D3D8_CAPABLE(gl_info))
1642     {
1643         /* Radeon R5xx */
1644         if (strstr(gl_renderer, "X1600")
1645                 || strstr(gl_renderer, "X1650")
1646                 || strstr(gl_renderer, "X1800")
1647                 || strstr(gl_renderer, "X1900")
1648                 || strstr(gl_renderer, "X1950"))
1649         {
1650             return CARD_ATI_RADEON_X1600;
1651         }
1652
1653         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1654          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1655         if (strstr(gl_renderer, "X700")
1656                 || strstr(gl_renderer, "X800")
1657                 || strstr(gl_renderer, "X850")
1658                 || strstr(gl_renderer, "X1300")
1659                 || strstr(gl_renderer, "X1400")
1660                 || strstr(gl_renderer, "X1450")
1661                 || strstr(gl_renderer, "X1550")
1662                 || strstr(gl_renderer, "X2300")
1663                 || strstr(gl_renderer, "X2500")
1664                 || strstr(gl_renderer, "HD 2300")
1665                 )
1666         {
1667             return CARD_ATI_RADEON_X700;
1668         }
1669
1670         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1671         if (strstr(gl_renderer, "Radeon Xpress"))
1672         {
1673             return CARD_ATI_RADEON_XPRESS_200M;
1674         }
1675
1676         /* Radeon R3xx */
1677         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1678     }
1679
1680     if (WINE_D3D8_CAPABLE(gl_info))
1681     {
1682         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1683     }
1684
1685     if (WINE_D3D7_CAPABLE(gl_info))
1686     {
1687         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1688     }
1689
1690     return CARD_ATI_RAGE_128PRO;
1691 }
1692
1693 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1694         const char *gl_renderer)
1695 {
1696     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1697     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1698     {
1699         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1700         return CARD_INTEL_X3100;
1701     }
1702
1703     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1704     {
1705         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1706         return CARD_INTEL_I945GM;
1707     }
1708
1709     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1710     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1711     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1712     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1713     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1714     return CARD_INTEL_I915G;
1715
1716 }
1717
1718 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1719         const char *gl_renderer)
1720 {
1721     unsigned int i;
1722
1723     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1724      *
1725      * Beware: renderer string do not match exact card model,
1726      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1727     if (strstr(gl_renderer, "Gallium"))
1728     {
1729         /* 20101109 - These are never returned by current Gallium radeon
1730          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1731          *
1732          * These are returned but not handled: RC410, RV380. */
1733         static const struct
1734         {
1735             const char *renderer;
1736             enum wined3d_pci_device id;
1737         }
1738         cards[] =
1739         {
1740             /* Evergreen */
1741             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1742             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1743             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1744             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1745             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1746             /* R700 */
1747             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1748             {"RV790",   CARD_ATI_RADEON_HD4800},
1749             {"RV770",   CARD_ATI_RADEON_HD4800},
1750             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1751             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1752             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1753             /* R600/R700 integrated */
1754             {"RS880",   CARD_ATI_RADEON_HD3200},
1755             {"RS780",   CARD_ATI_RADEON_HD3200},
1756             /* R600 */
1757             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1758             {"R600",    CARD_ATI_RADEON_HD2900},
1759             {"RV670",   CARD_ATI_RADEON_HD2900},
1760             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1761             {"RV630",   CARD_ATI_RADEON_HD2600},
1762             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1763             {"RV610",   CARD_ATI_RADEON_HD2350},
1764             /* R500 */
1765             {"R580",    CARD_ATI_RADEON_X1600},
1766             {"R520",    CARD_ATI_RADEON_X1600},
1767             {"RV570",   CARD_ATI_RADEON_X1600},
1768             {"RV560",   CARD_ATI_RADEON_X1600},
1769             {"RV535",   CARD_ATI_RADEON_X1600},
1770             {"RV530",   CARD_ATI_RADEON_X1600},
1771             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1772             {"RV515",   CARD_ATI_RADEON_X700},
1773             /* R400 */
1774             {"R481",    CARD_ATI_RADEON_X700},
1775             {"R480",    CARD_ATI_RADEON_X700},
1776             {"R430",    CARD_ATI_RADEON_X700},
1777             {"R423",    CARD_ATI_RADEON_X700},
1778             {"R420",    CARD_ATI_RADEON_X700},
1779             {"R410",    CARD_ATI_RADEON_X700},
1780             {"RV410",   CARD_ATI_RADEON_X700},
1781             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1782             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1783             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1784             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1785             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1786             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1787             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1788             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1789             /* R300 */
1790             {"R360",    CARD_ATI_RADEON_9500},
1791             {"R350",    CARD_ATI_RADEON_9500},
1792             {"R300",    CARD_ATI_RADEON_9500},
1793             {"RV370",   CARD_ATI_RADEON_9500},
1794             {"RV360",   CARD_ATI_RADEON_9500},
1795             {"RV351",   CARD_ATI_RADEON_9500},
1796             {"RV350",   CARD_ATI_RADEON_9500},
1797         };
1798
1799         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1800         {
1801             if (strstr(gl_renderer, cards[i].renderer))
1802                 return cards[i].id;
1803         }
1804     }
1805
1806     if (WINE_D3D9_CAPABLE(gl_info))
1807     {
1808         static const struct
1809         {
1810             const char *renderer;
1811             enum wined3d_pci_device id;
1812         }
1813         cards[] =
1814         {
1815             /* R700 */
1816             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1817             {"(RV790",  CARD_ATI_RADEON_HD4800},
1818             {"(RV770",  CARD_ATI_RADEON_HD4800},
1819             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1820             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1821             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1822             /* R600/R700 integrated */
1823             {"RS880",   CARD_ATI_RADEON_HD3200},
1824             {"RS780",   CARD_ATI_RADEON_HD3200},
1825             /* R600 */
1826             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1827             {"(R600",   CARD_ATI_RADEON_HD2900},
1828             {"(RV670",  CARD_ATI_RADEON_HD2900},
1829             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1830             {"(RV630",  CARD_ATI_RADEON_HD2600},
1831             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1832             {"(RV610",  CARD_ATI_RADEON_HD2350},
1833         };
1834
1835         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1836         {
1837             if (strstr(gl_renderer, cards[i].renderer))
1838                 return cards[i].id;
1839         }
1840     }
1841
1842     if (WINE_D3D8_CAPABLE(gl_info))
1843     {
1844         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1845     }
1846
1847     if (WINE_D3D7_CAPABLE(gl_info))
1848     {
1849         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1850     }
1851
1852     return CARD_ATI_RAGE_128PRO;
1853 }
1854
1855 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1856         const char *gl_renderer)
1857 {
1858     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1859     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1860     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1861     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1862     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1863     return CARD_NVIDIA_RIVA_128;
1864 }
1865
1866
1867 struct vendor_card_selection
1868 {
1869     enum wined3d_gl_vendor gl_vendor;
1870     enum wined3d_pci_vendor card_vendor;
1871     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1872     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1873 };
1874
1875 static const struct vendor_card_selection vendor_card_select_table[] =
1876 {
1877     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1878     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1879     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1880     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1881     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1882     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1883     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1884     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1885     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1886 };
1887
1888
1889 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1890         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1891 {
1892     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1893      * different GPUs with roughly the same features. In most cases GPUs from a
1894      * certain family differ in clockspeeds, the amount of video memory and the
1895      * number of shader pipelines.
1896      *
1897      * A Direct3D device object contains the PCI id (vendor + device) of the
1898      * videocard which is used for rendering. Various applications use this
1899      * information to get a rough estimation of the features of the card and
1900      * some might use it for enabling 3d effects only on certain types of
1901      * videocards. In some cases games might even use it to work around bugs
1902      * which happen on certain videocards/driver combinations. The problem is
1903      * that OpenGL only exposes a rendering string containing the name of the
1904      * videocard and not the PCI id.
1905      *
1906      * Various games depend on the PCI id, so somehow we need to provide one.
1907      * A simple option is to parse the renderer string and translate this to
1908      * the right PCI id. This is a lot of work because there are more than 200
1909      * GPUs just for Nvidia. Various cards share the same renderer string, so
1910      * the amount of code might be 'small' but there are quite a number of
1911      * exceptions which would make this a pain to maintain. Another way would
1912      * be to query the PCI id from the operating system (assuming this is the
1913      * videocard which is used for rendering which is not always the case).
1914      * This would work but it is not very portable. Second it would not work
1915      * well in, let's say, a remote X situation in which the amount of 3d
1916      * features which can be used is limited.
1917      *
1918      * As said most games only use the PCI id to get an indication of the
1919      * capabilities of the card. It doesn't really matter if the given id is
1920      * the correct one if we return the id of a card with similar 3d features.
1921      *
1922      * The code below checks the OpenGL capabilities of a videocard and matches
1923      * that to a certain level of Direct3D functionality. Once a card passes
1924      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1925      * least a GeforceFX. To give a better estimate we do a basic check on the
1926      * renderer string but if that won't pass we return a default card. This
1927      * way is better than maintaining a full card database as even without a
1928      * full database we can return a card with similar features. Second the
1929      * size of the database can be made quite small because when you know what
1930      * type of 3d functionality a card has, you know to which GPU family the
1931      * GPU must belong. Because of this you only have to check a small part of
1932      * the renderer string to distinguishes between different models from that
1933      * family.
1934      *
1935      * The code also selects a default amount of video memory which we will
1936      * use for an estimation of the amount of free texture memory. In case of
1937      * real D3D the amount of texture memory includes video memory and system
1938      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1939      * HyperMemory). We don't know how much system memory can be addressed by
1940      * the system but we can make a reasonable estimation about the amount of
1941      * video memory. If the value is slightly wrong it doesn't matter as we
1942      * didn't include AGP-like memory which makes the amount of addressable
1943      * memory higher and second OpenGL isn't that critical it moves to system
1944      * memory behind our backs if really needed. Note that the amount of video
1945      * memory can be overruled using a registry setting. */
1946
1947     int i;
1948
1949     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1950     {
1951         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1952             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1953                 continue;
1954         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1955         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1956     }
1957
1958     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1959                      *gl_vendor, *card_vendor);
1960
1961     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1962      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1963      * them a good generic choice. */
1964     *card_vendor = HW_VENDOR_NVIDIA;
1965     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1966     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1967     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1968     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1969     return CARD_NVIDIA_RIVA_128;
1970 }
1971
1972 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1973 {
1974     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1975     int vs_selected_mode, ps_selected_mode;
1976
1977     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1978     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1979             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1980     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1981     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1982             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1983     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1984     else return &ffp_fragment_pipeline;
1985 }
1986
1987 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1988 {
1989     int vs_selected_mode, ps_selected_mode;
1990
1991     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1992     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1993     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1994     return &none_shader_backend;
1995 }
1996
1997 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1998 {
1999     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2000     int vs_selected_mode, ps_selected_mode;
2001
2002     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2003     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2004             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2005     else return &ffp_blit;
2006 }
2007
2008 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2009 {
2010     DWORD ver;
2011
2012 #define USE_GL_FUNC(type, pfn, ext, replace) \
2013     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2014     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2015     else gl_info->pfn = NULL;
2016
2017     GL_EXT_FUNCS_GEN;
2018 #undef USE_GL_FUNC
2019
2020 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2021     WGL_EXT_FUNCS_GEN;
2022 #undef USE_GL_FUNC
2023 }
2024
2025 /* Context activation is done by the caller. */
2026 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2027 {
2028     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2029     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2030     const char *GL_Extensions    = NULL;
2031     const char *WGL_Extensions   = NULL;
2032     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2033     struct fragment_caps fragment_caps;
2034     enum wined3d_gl_vendor gl_vendor;
2035     enum wined3d_pci_vendor card_vendor;
2036     enum wined3d_pci_device device;
2037     GLint       gl_max;
2038     GLfloat     gl_floatv[2];
2039     unsigned    i;
2040     HDC         hdc;
2041     DWORD gl_version;
2042     size_t len;
2043
2044     TRACE_(d3d_caps)("(%p)\n", gl_info);
2045
2046     ENTER_GL();
2047
2048     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2049     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2050     if (!gl_renderer_str)
2051     {
2052         LEAVE_GL();
2053         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2054         return FALSE;
2055     }
2056
2057     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2058     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2059     if (!gl_vendor_str)
2060     {
2061         LEAVE_GL();
2062         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2063         return FALSE;
2064     }
2065
2066     /* Parse the GL_VERSION field into major and minor information */
2067     gl_version_str = (const char *)glGetString(GL_VERSION);
2068     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2069     if (!gl_version_str)
2070     {
2071         LEAVE_GL();
2072         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2073         return FALSE;
2074     }
2075     gl_version = wined3d_parse_gl_version(gl_version_str);
2076
2077     /*
2078      * Initialize openGL extension related variables
2079      *  with Default values
2080      */
2081     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2082     gl_info->limits.blends = 1;
2083     gl_info->limits.buffers = 1;
2084     gl_info->limits.textures = 1;
2085     gl_info->limits.fragment_samplers = 1;
2086     gl_info->limits.vertex_samplers = 0;
2087     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2088     gl_info->limits.sampler_stages = 1;
2089     gl_info->limits.glsl_vs_float_constants = 0;
2090     gl_info->limits.glsl_ps_float_constants = 0;
2091     gl_info->limits.arb_vs_float_constants = 0;
2092     gl_info->limits.arb_vs_native_constants = 0;
2093     gl_info->limits.arb_vs_instructions = 0;
2094     gl_info->limits.arb_vs_temps = 0;
2095     gl_info->limits.arb_ps_float_constants = 0;
2096     gl_info->limits.arb_ps_local_constants = 0;
2097     gl_info->limits.arb_ps_instructions = 0;
2098     gl_info->limits.arb_ps_temps = 0;
2099
2100     /* Retrieve opengl defaults */
2101     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2102     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2103     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2104
2105     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2106     gl_info->limits.lights = gl_max;
2107     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2108
2109     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2110     gl_info->limits.texture_size = gl_max;
2111     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2112
2113     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2114     gl_info->limits.pointsize_min = gl_floatv[0];
2115     gl_info->limits.pointsize_max = gl_floatv[1];
2116     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2117
2118     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2119     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2120     if (!GL_Extensions)
2121     {
2122         LEAVE_GL();
2123         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2124         return FALSE;
2125     }
2126
2127     LEAVE_GL();
2128
2129     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2130
2131     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2132
2133     while (*GL_Extensions)
2134     {
2135         const char *start;
2136
2137         while (isspace(*GL_Extensions)) ++GL_Extensions;
2138         start = GL_Extensions;
2139         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2140
2141         len = GL_Extensions - start;
2142         if (!len) continue;
2143
2144         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2145
2146         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2147         {
2148             if (len == strlen(EXTENSION_MAP[i].extension_string)
2149                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2150             {
2151                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2152                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2153                 break;
2154             }
2155         }
2156     }
2157
2158     /* Now work out what GL support this card really has */
2159     load_gl_funcs( gl_info, gl_version );
2160
2161     ENTER_GL();
2162
2163     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2164      * loading the functions, otherwise the code above will load the extension entry points instead of the
2165      * core functions, which may not work. */
2166     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2167     {
2168         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2169                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2170         {
2171             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2172             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2173         }
2174     }
2175
2176     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2177
2178     if (gl_info->supported[APPLE_FENCE])
2179     {
2180         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2181          * The apple extension interacts with some other apple exts. Disable the NV
2182          * extension if the apple one is support to prevent confusion in other parts
2183          * of the code. */
2184         gl_info->supported[NV_FENCE] = FALSE;
2185     }
2186     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2187     {
2188         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2189          *
2190          * The enums are the same:
2191          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2192          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2193          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2194          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2195          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2196          */
2197         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2198         {
2199             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2200             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2201         }
2202         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2203         {
2204             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2205             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2206         }
2207     }
2208     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2209     {
2210         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2211          * functionality. Prefer the ARB extension */
2212         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2213     }
2214     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2215     {
2216         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2217         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2218     }
2219     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2220     {
2221         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2222         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2223     }
2224     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2225     {
2226         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2227         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2228     }
2229     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2230     {
2231         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2232         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2233     }
2234     if (gl_info->supported[NV_TEXTURE_SHADER2])
2235     {
2236         if (gl_info->supported[NV_REGISTER_COMBINERS])
2237         {
2238             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2239              * are supported. The nv extensions provide the same functionality as the
2240              * ATI one, and a bit more(signed pixelformats). */
2241             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2242         }
2243     }
2244
2245     if (gl_info->supported[NV_REGISTER_COMBINERS])
2246     {
2247         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2248         gl_info->limits.general_combiners = gl_max;
2249         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2250     }
2251     if (gl_info->supported[ARB_DRAW_BUFFERS])
2252     {
2253         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2254         gl_info->limits.buffers = gl_max;
2255         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2256     }
2257     if (gl_info->supported[ARB_MULTITEXTURE])
2258     {
2259         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2260         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2261         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2262
2263         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2264         {
2265             GLint tmp;
2266             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2267             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2268         }
2269         else
2270         {
2271             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2272         }
2273         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2274
2275         if (gl_info->supported[ARB_VERTEX_SHADER])
2276         {
2277             GLint tmp;
2278             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2279             gl_info->limits.vertex_samplers = tmp;
2280             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2281             gl_info->limits.combined_samplers = tmp;
2282
2283             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2284              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2285              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2286              * shader is used with fixed function vertex processing we're fine too because fixed function
2287              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2288              * used we have to make sure that all vertex sampler setups are valid together with all
2289              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2290              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2291              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2292              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2293              * a fixed function pipeline anymore.
2294              *
2295              * So this is just a check to check that our assumption holds true. If not, write a warning
2296              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2297             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2298                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2299             {
2300                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2301                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2302                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2303                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2304                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2305                 else
2306                     gl_info->limits.vertex_samplers = 0;
2307             }
2308         }
2309         else
2310         {
2311             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2312         }
2313         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2314         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2315     }
2316     if (gl_info->supported[ARB_VERTEX_BLEND])
2317     {
2318         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2319         gl_info->limits.blends = gl_max;
2320         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2321     }
2322     if (gl_info->supported[EXT_TEXTURE3D])
2323     {
2324         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2325         gl_info->limits.texture3d_size = gl_max;
2326         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2327     }
2328     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2329     {
2330         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2331         gl_info->limits.anisotropy = gl_max;
2332         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2333     }
2334     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2335     {
2336         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2337         gl_info->limits.arb_ps_float_constants = gl_max;
2338         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2339         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2340         gl_info->limits.arb_ps_native_constants = gl_max;
2341         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2342                 gl_info->limits.arb_ps_native_constants);
2343         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2344         gl_info->limits.arb_ps_temps = gl_max;
2345         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2346         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2347         gl_info->limits.arb_ps_instructions = gl_max;
2348         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2349         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2350         gl_info->limits.arb_ps_local_constants = gl_max;
2351         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2352     }
2353     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2354     {
2355         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2356         gl_info->limits.arb_vs_float_constants = gl_max;
2357         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2358         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2359         gl_info->limits.arb_vs_native_constants = gl_max;
2360         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2361                 gl_info->limits.arb_vs_native_constants);
2362         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2363         gl_info->limits.arb_vs_temps = gl_max;
2364         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2365         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2366         gl_info->limits.arb_vs_instructions = gl_max;
2367         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2368
2369         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2370     }
2371     if (gl_info->supported[ARB_VERTEX_SHADER])
2372     {
2373         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2374         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2375         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2376     }
2377     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2378     {
2379         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2380         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2381         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2382         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2383         gl_info->limits.glsl_varyings = gl_max;
2384         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2385     }
2386     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2387     {
2388         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2389         unsigned int major, minor;
2390
2391         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2392
2393         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2394         sscanf(str, "%u.%u", &major, &minor);
2395         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2396     }
2397     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2398     {
2399         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2400     }
2401     else
2402     {
2403         gl_info->limits.shininess = 128.0f;
2404     }
2405     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2406     {
2407         /* If we have full NP2 texture support, disable
2408          * GL_ARB_texture_rectangle because we will never use it.
2409          * This saves a few redundant glDisable calls. */
2410         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2411     }
2412     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2413     {
2414         /* Disable NV_register_combiners and fragment shader if this is supported.
2415          * generally the NV extensions are preferred over the ATI ones, and this
2416          * extension is disabled if register_combiners and texture_shader2 are both
2417          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2418          * fragment processing support. */
2419         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2420         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2421         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2422         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2423     }
2424     if (gl_info->supported[NV_HALF_FLOAT])
2425     {
2426         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2427         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2428     }
2429     if (gl_info->supported[ARB_POINT_SPRITE])
2430     {
2431         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2432     }
2433     else
2434     {
2435         gl_info->limits.point_sprite_units = 0;
2436     }
2437     checkGLcall("extension detection");
2438
2439     LEAVE_GL();
2440
2441     adapter->fragment_pipe = select_fragment_implementation(adapter);
2442     adapter->shader_backend = select_shader_backend(adapter);
2443     adapter->blitter = select_blit_implementation(adapter);
2444
2445     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2446     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2447     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2448
2449     /* In some cases the number of texture stages can be larger than the number
2450      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2451      * shaders), but 8 texture stages (register combiners). */
2452     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2453
2454     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2455     {
2456         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2457         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2458         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2459         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2460         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2461         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2462         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2463         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2464         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2465         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2466         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2467         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2468         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2469         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2470         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2471         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2472         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2473         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2474         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2475     }
2476     else
2477     {
2478         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2479         {
2480             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2481             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2482             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2483             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2484             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2485             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2486             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2487             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2488             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2489             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2490             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2491             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2492             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2493             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2494             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2495             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2496             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2497         }
2498         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2499         {
2500             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2501             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2502         }
2503         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2504         {
2505             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2506         }
2507         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2508         {
2509             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2510         }
2511     }
2512
2513     /* MRTs are currently only supported when FBOs are used. */
2514     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2515     {
2516         gl_info->limits.buffers = 1;
2517     }
2518
2519     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2520     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2521     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2522
2523     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2524     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2525
2526     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2527     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2528             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2529     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2530     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2531             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2532     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2533             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2534
2535     /* Make sure there's an active HDC else the WGL extensions will fail */
2536     hdc = pwglGetCurrentDC();
2537     if (hdc) {
2538         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2539         if(GL_EXTCALL(wglGetExtensionsStringARB))
2540             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2541
2542         if (!WGL_Extensions)
2543         {
2544             ERR("   WGL_Extensions returns NULL\n");
2545         }
2546         else
2547         {
2548             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2549             while (*WGL_Extensions)
2550             {
2551                 const char *Start;
2552                 char ThisExtn[256];
2553
2554                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2555                 Start = WGL_Extensions;
2556                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2557
2558                 len = WGL_Extensions - Start;
2559                 if (!len || len >= sizeof(ThisExtn))
2560                     continue;
2561
2562                 memcpy(ThisExtn, Start, len);
2563                 ThisExtn[len] = '\0';
2564                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2565
2566                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2567                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2568                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2569                 }
2570                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2571                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2572                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2573                 }
2574             }
2575         }
2576     }
2577
2578     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2579     init_driver_info(driver_info, card_vendor, device);
2580     add_gl_compat_wrappers(gl_info);
2581
2582     return TRUE;
2583 }
2584
2585 /**********************************************************
2586  * IWineD3D implementation follows
2587  **********************************************************/
2588
2589 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2590     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2591
2592     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2593
2594     return This->adapter_count;
2595 }
2596
2597 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2598 {
2599     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2600
2601     return WINED3D_OK;
2602 }
2603
2604 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2605     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2606
2607     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2608
2609     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2610         return NULL;
2611     }
2612
2613     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2614 }
2615
2616 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2617      of the same bpp but different resolutions                                  */
2618
2619 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2620 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2621 {
2622     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2623
2624     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2625
2626     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2627         return 0;
2628     }
2629
2630     /* TODO: Store modes per adapter and read it from the adapter structure */
2631     if (Adapter == 0)
2632     {
2633         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2634         UINT format_bits = format->byte_count * CHAR_BIT;
2635         unsigned int i = 0;
2636         unsigned int j = 0;
2637         DEVMODEW mode;
2638
2639         memset(&mode, 0, sizeof(mode));
2640         mode.dmSize = sizeof(mode);
2641
2642         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2643         {
2644             ++j;
2645
2646             if (format_id == WINED3DFMT_UNKNOWN)
2647             {
2648                 /* This is for D3D8, do not enumerate P8 here */
2649                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2650             }
2651             else if (mode.dmBitsPerPel == format_bits)
2652             {
2653                 ++i;
2654             }
2655         }
2656
2657         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2658         return i;
2659     } else {
2660         FIXME_(d3d_caps)("Adapter not primary display\n");
2661     }
2662     return 0;
2663 }
2664
2665 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2666 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2667         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2668 {
2669     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2670
2671     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2672             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2673
2674     /* Validate the parameters as much as possible */
2675     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2676             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2677     {
2678         return WINED3DERR_INVALIDCALL;
2679     }
2680
2681     /* TODO: Store modes per adapter and read it from the adapter structure */
2682     if (Adapter == 0)
2683     {
2684         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2685         UINT format_bits = format->byte_count * CHAR_BIT;
2686         DEVMODEW DevModeW;
2687         int ModeIdx = 0;
2688         UINT i = 0;
2689         int j = 0;
2690
2691         ZeroMemory(&DevModeW, sizeof(DevModeW));
2692         DevModeW.dmSize = sizeof(DevModeW);
2693
2694         /* If we are filtering to a specific format (D3D9), then need to skip
2695            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2696            just count through the ones with valid bit depths */
2697         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2698         {
2699             if (format_id == WINED3DFMT_UNKNOWN)
2700             {
2701                 /* This is for D3D8, do not enumerate P8 here */
2702                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2703             }
2704             else if (DevModeW.dmBitsPerPel == format_bits)
2705             {
2706                 ++i;
2707             }
2708         }
2709
2710         if (!i)
2711         {
2712             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2713             return WINED3DERR_INVALIDCALL;
2714         }
2715         ModeIdx = j - 1;
2716
2717         /* Now get the display mode via the calculated index */
2718         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2719             pMode->Width        = DevModeW.dmPelsWidth;
2720             pMode->Height       = DevModeW.dmPelsHeight;
2721             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2722             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2723                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2724
2725             if (format_id == WINED3DFMT_UNKNOWN)
2726                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2727             else
2728                 pMode->Format = format_id;
2729         }
2730         else
2731         {
2732             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2733             return WINED3DERR_INVALIDCALL;
2734         }
2735
2736         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2737                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2738                 DevModeW.dmBitsPerPel);
2739
2740     }
2741     else
2742     {
2743         FIXME_(d3d_caps)("Adapter not primary display\n");
2744     }
2745
2746     return WINED3D_OK;
2747 }
2748
2749 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2750 {
2751     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2752
2753     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2754         return WINED3DERR_INVALIDCALL;
2755
2756     if (Adapter == 0) { /* Display */
2757         int bpp = 0;
2758         DEVMODEW DevModeW;
2759
2760         ZeroMemory(&DevModeW, sizeof(DevModeW));
2761         DevModeW.dmSize = sizeof(DevModeW);
2762
2763         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2764         pMode->Width        = DevModeW.dmPelsWidth;
2765         pMode->Height       = DevModeW.dmPelsHeight;
2766         bpp                 = DevModeW.dmBitsPerPel;
2767         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2768         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2769         {
2770             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2771         }
2772
2773         pMode->Format = pixelformat_for_depth(bpp);
2774     } else {
2775         FIXME_(d3d_caps)("Adapter not primary display\n");
2776     }
2777
2778     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2779           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2780     return WINED3D_OK;
2781 }
2782
2783 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2784    and fields being inserted in the middle, a new structure is used in place    */
2785 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2786         UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2787 {
2788     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2789     struct wined3d_adapter *adapter;
2790     size_t len;
2791
2792     TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2793
2794     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2795         return WINED3DERR_INVALIDCALL;
2796     }
2797
2798     adapter = &This->adapters[Adapter];
2799
2800     /* Return the information requested */
2801     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2802
2803     if (pIdentifier->driver_size)
2804     {
2805         const char *name = adapter->driver_info.name;
2806         len = min(strlen(name), pIdentifier->driver_size - 1);
2807         memcpy(pIdentifier->driver, name, len);
2808         pIdentifier->driver[len] = '\0';
2809     }
2810
2811     if (pIdentifier->description_size)
2812     {
2813         const char *description = adapter->driver_info.description;
2814         len = min(strlen(description), pIdentifier->description_size - 1);
2815         memcpy(pIdentifier->description, description, len);
2816         pIdentifier->description[len] = '\0';
2817     }
2818
2819     /* Note that d3d8 doesn't supply a device name. */
2820     if (pIdentifier->device_name_size)
2821     {
2822         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2823
2824         len = strlen(device_name);
2825         if (len >= pIdentifier->device_name_size)
2826         {
2827             ERR("Device name size too small.\n");
2828             return WINED3DERR_INVALIDCALL;
2829         }
2830
2831         memcpy(pIdentifier->device_name, device_name, len);
2832         pIdentifier->device_name[len] = '\0';
2833     }
2834
2835     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2836     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2837     pIdentifier->vendor_id = adapter->driver_info.vendor;
2838     pIdentifier->device_id = adapter->driver_info.device;
2839     pIdentifier->subsystem_id = 0;
2840     pIdentifier->revision = 0;
2841     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2842     pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2843     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2844     pIdentifier->video_memory = adapter->TextureRam;
2845
2846     return WINED3D_OK;
2847 }
2848
2849 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2850         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2851 {
2852     short redSize, greenSize, blueSize, alphaSize, colorBits;
2853
2854     if(!cfg)
2855         return FALSE;
2856
2857     /* Float formats need FBOs. If FBOs are used this function isn't called */
2858     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2859
2860     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2861         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2862         {
2863             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2864             return FALSE;
2865         }
2866
2867         if(cfg->redSize < redSize)
2868             return FALSE;
2869
2870         if(cfg->greenSize < greenSize)
2871             return FALSE;
2872
2873         if(cfg->blueSize < blueSize)
2874             return FALSE;
2875
2876         if(cfg->alphaSize < alphaSize)
2877             return FALSE;
2878
2879         return TRUE;
2880     }
2881
2882     /* Probably a RGBA_float or color index mode */
2883     return FALSE;
2884 }
2885
2886 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2887         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2888 {
2889     short depthSize, stencilSize;
2890     BOOL lockable = FALSE;
2891
2892     if(!cfg)
2893         return FALSE;
2894
2895     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2896     {
2897         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2898         return FALSE;
2899     }
2900
2901     /* Float formats need FBOs. If FBOs are used this function isn't called */
2902     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2903
2904     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2905         lockable = TRUE;
2906
2907     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2908      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2909      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2910     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2911         return FALSE;
2912
2913     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2914      * allow more stencil bits than requested. */
2915     if(cfg->stencilSize < stencilSize)
2916         return FALSE;
2917
2918     return TRUE;
2919 }
2920
2921 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2922         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2923         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2924 {
2925     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2926     int nCfgs;
2927     const WineD3D_PixelFormat *cfgs;
2928     const struct wined3d_adapter *adapter;
2929     const struct wined3d_format *rt_format;
2930     const struct wined3d_format *ds_format;
2931     int it;
2932
2933     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2934            This, Adapter,
2935            DeviceType, debug_d3ddevicetype(DeviceType),
2936            AdapterFormat, debug_d3dformat(AdapterFormat),
2937            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2938            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2939
2940     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2941         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2942         return WINED3DERR_INVALIDCALL;
2943     }
2944
2945     adapter = &This->adapters[Adapter];
2946     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2947     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2948     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2949     {
2950         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2951                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2952         {
2953             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2954             return WINED3D_OK;
2955         }
2956     }
2957     else
2958     {
2959         cfgs = adapter->cfgs;
2960         nCfgs = adapter->nCfgs;
2961         for (it = 0; it < nCfgs; ++it)
2962         {
2963             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2964             {
2965                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2966                 {
2967                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2968                     return WINED3D_OK;
2969                 }
2970             }
2971         }
2972     }
2973     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2974
2975     return WINED3DERR_NOTAVAILABLE;
2976 }
2977
2978 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2979         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2980         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2981 {
2982     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2983     const struct wined3d_adapter *adapter;
2984     const struct wined3d_format *format;
2985
2986     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2987           This,
2988           Adapter,
2989           DeviceType, debug_d3ddevicetype(DeviceType),
2990           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2991           Windowed,
2992           MultiSampleType,
2993           pQualityLevels);
2994
2995     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2996         return WINED3DERR_INVALIDCALL;
2997     }
2998
2999     /* TODO: handle Windowed, add more quality levels */
3000
3001     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3002         if(pQualityLevels) *pQualityLevels = 1;
3003         return WINED3D_OK;
3004     }
3005
3006     /* By default multisampling is disabled right now as it causes issues
3007      * on some Nvidia driver versions and it doesn't work well in combination
3008      * with FBOs yet. */
3009     if(!wined3d_settings.allow_multisampling)
3010         return WINED3DERR_NOTAVAILABLE;
3011
3012     adapter = &This->adapters[Adapter];
3013     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3014     if (!format) return WINED3DERR_INVALIDCALL;
3015
3016     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3017     {
3018         int i, nCfgs;
3019         const WineD3D_PixelFormat *cfgs;
3020
3021         cfgs = adapter->cfgs;
3022         nCfgs = adapter->nCfgs;
3023         for(i=0; i<nCfgs; i++) {
3024             if(cfgs[i].numSamples != MultiSampleType)
3025                 continue;
3026
3027             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3028                 continue;
3029
3030             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3031
3032             if(pQualityLevels)
3033                 *pQualityLevels = 1; /* Guess at a value! */
3034             return WINED3D_OK;
3035         }
3036     }
3037     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3038     {
3039         short redSize, greenSize, blueSize, alphaSize, colorBits;
3040         int i, nCfgs;
3041         const WineD3D_PixelFormat *cfgs;
3042
3043         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3044         {
3045             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3046             return WINED3DERR_NOTAVAILABLE;
3047         }
3048
3049         cfgs = adapter->cfgs;
3050         nCfgs = adapter->nCfgs;
3051         for(i=0; i<nCfgs; i++) {
3052             if(cfgs[i].numSamples != MultiSampleType)
3053                 continue;
3054             if(cfgs[i].redSize != redSize)
3055                 continue;
3056             if(cfgs[i].greenSize != greenSize)
3057                 continue;
3058             if(cfgs[i].blueSize != blueSize)
3059                 continue;
3060             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3061             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3062                 continue;
3063             if (cfgs[i].colorSize != (format->byte_count << 3))
3064                 continue;
3065
3066             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3067
3068             if(pQualityLevels)
3069                 *pQualityLevels = 1; /* Guess at a value! */
3070             return WINED3D_OK;
3071         }
3072     }
3073     return WINED3DERR_NOTAVAILABLE;
3074 }
3075
3076 /* Check if we support bumpmapping for a format */
3077 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3078 {
3079     /* Ask the fixed function pipeline implementation if it can deal
3080      * with the conversion. If we've got a GL extension giving native
3081      * support this will be an identity conversion. */
3082     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3083             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3084 }
3085
3086 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3087 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3088         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3089 {
3090     int it=0;
3091
3092     /* Only allow depth/stencil formats */
3093     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3094
3095     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3096     {
3097         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3098         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3099     }
3100     else
3101     {
3102         /* Walk through all WGL pixel formats to find a match */
3103         for (it = 0; it < adapter->nCfgs; ++it)
3104         {
3105             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3106             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3107             {
3108                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3109                 {
3110                     return TRUE;
3111                 }
3112             }
3113         }
3114     }
3115
3116     return FALSE;
3117 }
3118
3119 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3120 {
3121     /* The flags entry of a format contains the filtering capability */
3122     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3123
3124     return FALSE;
3125 }
3126
3127 /* Check the render target capabilities of a format */
3128 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3129         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3130 {
3131     /* Filter out non-RT formats */
3132     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3133     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3134     {
3135         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3136         int it;
3137         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3138         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3139
3140         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3141         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3142
3143         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3144          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3145         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3146             TRACE_(d3d_caps)("[FAILED]\n");
3147             return FALSE;
3148         }
3149
3150         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3151          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3152         for (it = 0; it < adapter->nCfgs; ++it)
3153         {
3154             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3155                     &cfgs[it], check_format))
3156             {
3157                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3158                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3159                 return TRUE;
3160             }
3161         }
3162     }
3163     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3164     {
3165         /* For now return TRUE for FBOs until we have some proper checks.
3166          * Note that this function will only be called when the format is around for texturing. */
3167         return TRUE;
3168     }
3169     return FALSE;
3170 }
3171
3172 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3173 {
3174     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3175 }
3176
3177 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3178 {
3179     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3180      * doing the color fixup in shaders.
3181      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3182     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3183     {
3184         int vs_selected_mode;
3185         int ps_selected_mode;
3186         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3187
3188         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3189             TRACE_(d3d_caps)("[OK]\n");
3190             return TRUE;
3191         }
3192     }
3193
3194     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3195     return FALSE;
3196 }
3197
3198 /* Check if a format support blending in combination with pixel shaders */
3199 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3200         const struct wined3d_format *format)
3201 {
3202     /* The flags entry of a format contains the post pixel shader blending capability */
3203     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3204
3205     return FALSE;
3206 }
3207
3208 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3209 {
3210     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3211      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3212      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3213      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3214      * capability anyway.
3215      *
3216      * For now lets report this on all formats, but in the future we may want to
3217      * restrict it to some should games need that
3218      */
3219     return TRUE;
3220 }
3221
3222 /* Check if a texture format is supported on the given adapter */
3223 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3224 {
3225     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3226
3227     switch (format->id)
3228     {
3229         /*****
3230          *  supported: RGB(A) formats
3231          */
3232         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3233         case WINED3DFMT_B8G8R8A8_UNORM:
3234         case WINED3DFMT_B8G8R8X8_UNORM:
3235         case WINED3DFMT_B5G6R5_UNORM:
3236         case WINED3DFMT_B5G5R5X1_UNORM:
3237         case WINED3DFMT_B5G5R5A1_UNORM:
3238         case WINED3DFMT_B4G4R4A4_UNORM:
3239         case WINED3DFMT_A8_UNORM:
3240         case WINED3DFMT_B4G4R4X4_UNORM:
3241         case WINED3DFMT_R8G8B8A8_UNORM:
3242         case WINED3DFMT_R8G8B8X8_UNORM:
3243         case WINED3DFMT_B10G10R10A2_UNORM:
3244         case WINED3DFMT_R10G10B10A2_UNORM:
3245         case WINED3DFMT_R16G16_UNORM:
3246             TRACE_(d3d_caps)("[OK]\n");
3247             return TRUE;
3248
3249         case WINED3DFMT_B2G3R3_UNORM:
3250             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3251             return FALSE;
3252
3253         /*****
3254          *  Not supported: Palettized
3255          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3256          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3257          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3258          */
3259         case WINED3DFMT_P8_UINT:
3260         case WINED3DFMT_P8_UINT_A8_UNORM:
3261             return FALSE;
3262
3263         /*****
3264          *  Supported: (Alpha)-Luminance
3265          */
3266         case WINED3DFMT_L8_UNORM:
3267         case WINED3DFMT_L8A8_UNORM:
3268         case WINED3DFMT_L16_UNORM:
3269             TRACE_(d3d_caps)("[OK]\n");
3270             return TRUE;
3271
3272         /* Not supported on Windows, thus disabled */
3273         case WINED3DFMT_L4A4_UNORM:
3274             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3275             return FALSE;
3276
3277         /*****
3278          *  Supported: Depth/Stencil formats
3279          */
3280         case WINED3DFMT_D16_LOCKABLE:
3281         case WINED3DFMT_D16_UNORM:
3282         case WINED3DFMT_S1_UINT_D15_UNORM:
3283         case WINED3DFMT_X8D24_UNORM:
3284         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3285         case WINED3DFMT_D24_UNORM_S8_UINT:
3286         case WINED3DFMT_S8_UINT_D24_FLOAT:
3287         case WINED3DFMT_D32_UNORM:
3288         case WINED3DFMT_D32_FLOAT:
3289             return TRUE;
3290
3291         case WINED3DFMT_INTZ:
3292             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3293                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3294                 return TRUE;
3295             return FALSE;
3296
3297         /*****
3298          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3299          *  GL_NV_texture_shader). Emulated by shaders
3300          */
3301         case WINED3DFMT_R8G8_SNORM:
3302         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3303         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3304         case WINED3DFMT_R8G8B8A8_SNORM:
3305         case WINED3DFMT_R16G16_SNORM:
3306             /* Ask the shader backend if it can deal with the conversion. If
3307              * we've got a GL extension giving native support this will be an
3308              * identity conversion. */
3309             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3310             {
3311                 TRACE_(d3d_caps)("[OK]\n");
3312                 return TRUE;
3313             }
3314             TRACE_(d3d_caps)("[FAILED]\n");
3315             return FALSE;
3316
3317         case WINED3DFMT_DXT1:
3318         case WINED3DFMT_DXT2:
3319         case WINED3DFMT_DXT3:
3320         case WINED3DFMT_DXT4:
3321         case WINED3DFMT_DXT5:
3322             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3323             {
3324                 TRACE_(d3d_caps)("[OK]\n");
3325                 return TRUE;
3326             }
3327             TRACE_(d3d_caps)("[FAILED]\n");
3328             return FALSE;
3329
3330
3331         /*****
3332          *  Odd formats - not supported
3333          */
3334         case WINED3DFMT_VERTEXDATA:
3335         case WINED3DFMT_R16_UINT:
3336         case WINED3DFMT_R32_UINT:
3337         case WINED3DFMT_R16G16B16A16_SNORM:
3338         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3339         case WINED3DFMT_R10G11B11_SNORM:
3340             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3341             return FALSE;
3342
3343         /*****
3344          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3345          */
3346         case WINED3DFMT_R8G8_SNORM_Cx:
3347             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3348             return FALSE;
3349
3350         /* YUV formats */
3351         case WINED3DFMT_UYVY:
3352         case WINED3DFMT_YUY2:
3353             if (gl_info->supported[APPLE_YCBCR_422])
3354             {
3355                 TRACE_(d3d_caps)("[OK]\n");
3356                 return TRUE;
3357             }
3358             TRACE_(d3d_caps)("[FAILED]\n");
3359             return FALSE;
3360         case WINED3DFMT_YV12:
3361             TRACE_(d3d_caps)("[FAILED]\n");
3362             return FALSE;
3363
3364             /* Not supported */
3365         case WINED3DFMT_R16G16B16A16_UNORM:
3366         case WINED3DFMT_B2G3R3A8_UNORM:
3367             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3368             return FALSE;
3369
3370             /* Floating point formats */
3371         case WINED3DFMT_R16_FLOAT:
3372         case WINED3DFMT_R16G16_FLOAT:
3373         case WINED3DFMT_R16G16B16A16_FLOAT:
3374             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3375             {
3376                 TRACE_(d3d_caps)("[OK]\n");
3377                 return TRUE;
3378             }
3379             TRACE_(d3d_caps)("[FAILED]\n");
3380             return FALSE;
3381
3382         case WINED3DFMT_R32_FLOAT:
3383         case WINED3DFMT_R32G32_FLOAT:
3384         case WINED3DFMT_R32G32B32A32_FLOAT:
3385             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3386             {
3387                 TRACE_(d3d_caps)("[OK]\n");
3388                 return TRUE;
3389             }
3390             TRACE_(d3d_caps)("[FAILED]\n");
3391             return FALSE;
3392
3393         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3394          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3395          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3396          * We can do instancing with all shader versions, but we need vertex shaders.
3397          *
3398          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3399          * to enable instancing. WineD3D doesn't need that and just ignores it.
3400          *
3401          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3402          */
3403         case WINED3DFMT_INST:
3404             TRACE("ATI Instancing check hack\n");
3405             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3406             {
3407                 TRACE_(d3d_caps)("[OK]\n");
3408                 return TRUE;
3409             }
3410             TRACE_(d3d_caps)("[FAILED]\n");
3411             return FALSE;
3412
3413         /* Some weird FOURCC formats */
3414         case WINED3DFMT_R8G8_B8G8:
3415         case WINED3DFMT_G8R8_G8B8:
3416         case WINED3DFMT_MULTI2_ARGB8:
3417             TRACE_(d3d_caps)("[FAILED]\n");
3418             return FALSE;
3419
3420         /* Vendor specific formats */
3421         case WINED3DFMT_ATI2N:
3422             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3423                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3424             {
3425                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3426                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3427                 {
3428                     TRACE_(d3d_caps)("[OK]\n");
3429                     return TRUE;
3430                 }
3431
3432                 TRACE_(d3d_caps)("[OK]\n");
3433                 return TRUE;
3434             }
3435             TRACE_(d3d_caps)("[FAILED]\n");
3436             return FALSE;
3437
3438         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3439          * format MAKEFOURCC('N','V','D','B') is used.
3440          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3441          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3442          * to test value.
3443          */
3444         case WINED3DFMT_NVDB:
3445             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3446             {
3447                 TRACE_(d3d_caps)("[OK]\n");
3448                 return TRUE;
3449             }
3450             TRACE_(d3d_caps)("[FAILED]\n");
3451             return FALSE;
3452
3453         case WINED3DFMT_NVHU:
3454         case WINED3DFMT_NVHS:
3455             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3456              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3457              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3458              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3459              * Applications have to deal with not having NVHS and NVHU.
3460              */
3461             TRACE_(d3d_caps)("[FAILED]\n");
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(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(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 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3535         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3536         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3537 {
3538     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3539     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3540     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3541     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3542     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3543     DWORD UsageCaps = 0;
3544
3545     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3546           This,
3547           Adapter,
3548           DeviceType, debug_d3ddevicetype(DeviceType),
3549           AdapterFormat, debug_d3dformat(AdapterFormat),
3550           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3551           RType, debug_d3dresourcetype(RType),
3552           CheckFormat, debug_d3dformat(CheckFormat));
3553
3554     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3555         return WINED3DERR_INVALIDCALL;
3556     }
3557
3558     switch (RType)
3559     {
3560         case WINED3DRTYPE_CUBETEXTURE:
3561             /* Cubetexture allows:
3562              *      - WINED3DUSAGE_AUTOGENMIPMAP
3563              *      - WINED3DUSAGE_DEPTHSTENCIL
3564              *      - WINED3DUSAGE_DYNAMIC
3565              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3566              *      - WINED3DUSAGE_RENDERTARGET
3567              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3568              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3569              */
3570             if (SurfaceType != SURFACE_OPENGL)
3571             {
3572                 TRACE_(d3d_caps)("[FAILED]\n");
3573                 return WINED3DERR_NOTAVAILABLE;
3574             }
3575
3576             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3577             {
3578                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3579                 return WINED3DERR_NOTAVAILABLE;
3580             }
3581
3582             if (!CheckTextureCapability(adapter, format))
3583             {
3584                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3585                 return WINED3DERR_NOTAVAILABLE;
3586             }
3587
3588             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3589             {
3590                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3591                     /* When autogenmipmap isn't around continue and return
3592                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3593                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3594                 else
3595                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3596             }
3597
3598             /* Always report dynamic locking. */
3599             if (Usage & WINED3DUSAGE_DYNAMIC)
3600                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3601
3602             if (Usage & WINED3DUSAGE_RENDERTARGET)
3603             {
3604                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3605                 {
3606                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3607                     return WINED3DERR_NOTAVAILABLE;
3608                 }
3609                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3610             }
3611
3612             /* Always report software processing. */
3613             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3614                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3615
3616             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3617             {
3618                 if (!CheckFilterCapability(adapter, format))
3619                 {
3620                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3621                     return WINED3DERR_NOTAVAILABLE;
3622                 }
3623                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3624             }
3625
3626             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3627             {
3628                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3629                 {
3630                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3631                     return WINED3DERR_NOTAVAILABLE;
3632                 }
3633                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3634             }
3635
3636             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3637             {
3638                 if (!CheckSrgbReadCapability(adapter, format))
3639                 {
3640                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3641                     return WINED3DERR_NOTAVAILABLE;
3642                 }
3643                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3644             }
3645
3646             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3647             {
3648                 if (!CheckSrgbWriteCapability(adapter, format))
3649                 {
3650                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3651                     return WINED3DERR_NOTAVAILABLE;
3652                 }
3653                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3654             }
3655
3656             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3657             {
3658                 if (!CheckVertexTextureCapability(adapter, format))
3659                 {
3660                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3661                     return WINED3DERR_NOTAVAILABLE;
3662                 }
3663                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3664             }
3665
3666             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3667             {
3668                 if (!CheckWrapAndMipCapability(adapter, format))
3669                 {
3670                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3671                     return WINED3DERR_NOTAVAILABLE;
3672                 }
3673                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3674             }
3675             break;
3676
3677         case WINED3DRTYPE_SURFACE:
3678             /* Surface allows:
3679              *      - WINED3DUSAGE_DEPTHSTENCIL
3680              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3681              *      - WINED3DUSAGE_RENDERTARGET
3682              */
3683             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3684             {
3685                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3686                 return WINED3DERR_NOTAVAILABLE;
3687             }
3688
3689             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3690             {
3691                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3692                 {
3693                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3694                     return WINED3DERR_NOTAVAILABLE;
3695                 }
3696                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3697             }
3698
3699             if (Usage & WINED3DUSAGE_RENDERTARGET)
3700             {
3701                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3702                 {
3703                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3704                     return WINED3DERR_NOTAVAILABLE;
3705                 }
3706                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3707             }
3708
3709             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3710             {
3711                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3712                 {
3713                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3714                     return WINED3DERR_NOTAVAILABLE;
3715                 }
3716                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3717             }
3718             break;
3719
3720         case WINED3DRTYPE_TEXTURE:
3721             /* Texture allows:
3722              *      - WINED3DUSAGE_AUTOGENMIPMAP
3723              *      - WINED3DUSAGE_DEPTHSTENCIL
3724              *      - WINED3DUSAGE_DMAP
3725              *      - WINED3DUSAGE_DYNAMIC
3726              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3727              *      - WINED3DUSAGE_RENDERTARGET
3728              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3729              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3730              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3731              */
3732             if (SurfaceType != SURFACE_OPENGL)
3733             {
3734                 TRACE_(d3d_caps)("[FAILED]\n");
3735                 return WINED3DERR_NOTAVAILABLE;
3736             }
3737
3738             if (!CheckTextureCapability(adapter, format))
3739             {
3740                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3741                 return WINED3DERR_NOTAVAILABLE;
3742             }
3743
3744             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3745             {
3746                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3747                     /* When autogenmipmap isn't around continue and return
3748                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3749                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3750                 else
3751                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3752             }
3753
3754             /* Always report dynamic locking. */
3755             if (Usage & WINED3DUSAGE_DYNAMIC)
3756                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3757
3758             if (Usage & WINED3DUSAGE_RENDERTARGET)
3759             {
3760                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3761                 {
3762                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3763                     return WINED3DERR_NOTAVAILABLE;
3764                 }
3765                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3766             }
3767
3768             /* Always report software processing. */
3769             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3770                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3771
3772             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3773             {
3774                 if (!CheckFilterCapability(adapter, format))
3775                 {
3776                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3777                     return WINED3DERR_NOTAVAILABLE;
3778                 }
3779                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3780             }
3781
3782             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3783             {
3784                 if (!CheckBumpMapCapability(adapter, format))
3785                 {
3786                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3787                     return WINED3DERR_NOTAVAILABLE;
3788                 }
3789                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3790             }
3791
3792             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3793             {
3794                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3795                 {
3796                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3797                     return WINED3DERR_NOTAVAILABLE;
3798                 }
3799                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3800             }
3801
3802             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3803             {
3804                 if (!CheckSrgbReadCapability(adapter, format))
3805                 {
3806                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3807                     return WINED3DERR_NOTAVAILABLE;
3808                 }
3809                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3810             }
3811
3812             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3813             {
3814                 if (!CheckSrgbWriteCapability(adapter, format))
3815                 {
3816                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3817                     return WINED3DERR_NOTAVAILABLE;
3818                 }
3819                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3820             }
3821
3822             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3823             {
3824                 if (!CheckVertexTextureCapability(adapter, format))
3825                 {
3826                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3827                     return WINED3DERR_NOTAVAILABLE;
3828                 }
3829                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3830             }
3831
3832             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3833             {
3834                 if (!CheckWrapAndMipCapability(adapter, format))
3835                 {
3836                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3837                     return WINED3DERR_NOTAVAILABLE;
3838                 }
3839                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3840             }
3841
3842             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3843             {
3844                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3845                 {
3846                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3847                     return WINED3DERR_NOTAVAILABLE;
3848                 }
3849                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3850                 {
3851                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3852                     return WINED3DERR_NOTAVAILABLE;
3853                 }
3854                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3855             }
3856             break;
3857
3858         case WINED3DRTYPE_VOLUMETEXTURE:
3859         case WINED3DRTYPE_VOLUME:
3860             /* Volume is to VolumeTexture what Surface is to Texture, but its
3861              * usage caps are not documented. Most driver seem to offer
3862              * (nearly) the same on Volume and VolumeTexture, so do that too.
3863              *
3864              * Volumetexture allows:
3865              *      - D3DUSAGE_DYNAMIC
3866              *      - D3DUSAGE_NONSECURE (d3d9ex)
3867              *      - D3DUSAGE_SOFTWAREPROCESSING
3868              *      - D3DUSAGE_QUERY_WRAPANDMIP
3869              */
3870             if (SurfaceType != SURFACE_OPENGL)
3871             {
3872                 TRACE_(d3d_caps)("[FAILED]\n");
3873                 return WINED3DERR_NOTAVAILABLE;
3874             }
3875
3876             if (!gl_info->supported[EXT_TEXTURE3D])
3877             {
3878                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3879                 return WINED3DERR_NOTAVAILABLE;
3880             }
3881
3882             if (!CheckTextureCapability(adapter, format))
3883             {
3884                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3885                 return WINED3DERR_NOTAVAILABLE;
3886             }
3887
3888             /* Filter formats that need conversion; For one part, this
3889              * conversion is unimplemented, and volume textures are huge, so
3890              * it would be a big performance hit. Unless we hit an application
3891              * needing one of those formats, don't advertize them to avoid
3892              * leading applications into temptation. The windows drivers don't
3893              * support most of those formats on volumes anyway, except for
3894              * WINED3DFMT_R32_FLOAT. */
3895             switch (CheckFormat)
3896             {
3897                 case WINED3DFMT_P8_UINT:
3898                 case WINED3DFMT_L4A4_UNORM:
3899                 case WINED3DFMT_R32_FLOAT:
3900                 case WINED3DFMT_R16_FLOAT:
3901                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3902                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3903                 case WINED3DFMT_R16G16_UNORM:
3904                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3905                     return WINED3DERR_NOTAVAILABLE;
3906
3907                 case WINED3DFMT_R8G8B8A8_SNORM:
3908                 case WINED3DFMT_R16G16_SNORM:
3909                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3910                     {
3911                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3912                         return WINED3DERR_NOTAVAILABLE;
3913                     }
3914                     break;
3915
3916                 case WINED3DFMT_R8G8_SNORM:
3917                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3918                     {
3919                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3920                         return WINED3DERR_NOTAVAILABLE;
3921                     }
3922                     break;
3923
3924                 case WINED3DFMT_DXT1:
3925                 case WINED3DFMT_DXT2:
3926                 case WINED3DFMT_DXT3:
3927                 case WINED3DFMT_DXT4:
3928                 case WINED3DFMT_DXT5:
3929                     /* The GL_EXT_texture_compression_s3tc spec requires that
3930                      * loading an s3tc compressed texture results in an error.
3931                      * While the D3D refrast does support s3tc volumes, at
3932                      * least the nvidia windows driver does not, so we're free
3933                      * not to support this format. */
3934                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3935                     return WINED3DERR_NOTAVAILABLE;
3936
3937                 default:
3938                     /* Do nothing, continue with checking the format below */
3939                     break;
3940             }
3941
3942             /* Always report dynamic locking. */
3943             if (Usage & WINED3DUSAGE_DYNAMIC)
3944                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3945
3946             /* Always report software processing. */
3947             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3948                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3949
3950             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3951             {
3952                 if (!CheckFilterCapability(adapter, format))
3953                 {
3954                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3955                     return WINED3DERR_NOTAVAILABLE;
3956                 }
3957                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3958             }
3959
3960             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3961             {
3962                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3963                 {
3964                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3965                     return WINED3DERR_NOTAVAILABLE;
3966                 }
3967                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3968             }
3969
3970             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3971             {
3972                 if (!CheckSrgbReadCapability(adapter, format))
3973                 {
3974                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3975                     return WINED3DERR_NOTAVAILABLE;
3976                 }
3977                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3978             }
3979
3980             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3981             {
3982                 if (!CheckSrgbWriteCapability(adapter, format))
3983                 {
3984                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3985                     return WINED3DERR_NOTAVAILABLE;
3986                 }
3987                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3988             }
3989
3990             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3991             {
3992                 if (!CheckVertexTextureCapability(adapter, format))
3993                 {
3994                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3995                     return WINED3DERR_NOTAVAILABLE;
3996                 }
3997                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3998             }
3999
4000             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4001             {
4002                 if (!CheckWrapAndMipCapability(adapter, format))
4003                 {
4004                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4005                     return WINED3DERR_NOTAVAILABLE;
4006                 }
4007                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4008             }
4009             break;
4010
4011         default:
4012             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4013             return WINED3DERR_NOTAVAILABLE;
4014     }
4015
4016     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4017      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4018      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4019     if (UsageCaps == Usage)
4020         return WINED3D_OK;
4021     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4022         return WINED3DOK_NOAUTOGEN;
4023
4024     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4025             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4026
4027     return WINED3DERR_NOTAVAILABLE;
4028 }
4029
4030 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4031         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4032 {
4033     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4034             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4035             debug_d3dformat(dst_format));
4036
4037     return WINED3D_OK;
4038 }
4039
4040 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4041         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4042 {
4043     UINT mode_count;
4044     HRESULT hr;
4045
4046     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4047             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4048             debug_d3dformat(backbuffer_format), windowed);
4049
4050     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4051     {
4052         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4053         return WINED3DERR_INVALIDCALL;
4054     }
4055
4056     /* The task of this function is to check whether a certain display / backbuffer format
4057      * combination is available on the given adapter. In fullscreen mode microsoft specified
4058      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4059      * and display format should match exactly.
4060      * In windowed mode format conversion can occur and this depends on the driver. When format
4061      * conversion is done, this function should nevertheless fail and applications need to use
4062      * CheckDeviceFormatConversion.
4063      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4064
4065     /* There are only 4 display formats. */
4066     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4067             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4068             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4069             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4070     {
4071         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4072         return WINED3DERR_NOTAVAILABLE;
4073     }
4074
4075     /* If the requested display format is not available, don't continue. */
4076     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4077     if (!mode_count)
4078     {
4079         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4080         return WINED3DERR_NOTAVAILABLE;
4081     }
4082
4083     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4084      * it means 'reuse' the display format for the backbuffer. */
4085     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4086     {
4087         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4088         return WINED3DERR_NOTAVAILABLE;
4089     }
4090
4091     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4092      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4093     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4094     {
4095         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4096                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4097         return WINED3DERR_NOTAVAILABLE;
4098     }
4099
4100     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4101      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4102      * WINED3DFMT_B5G5R5A1_UNORM. */
4103     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4104             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4105     {
4106         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4107                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4108         return WINED3DERR_NOTAVAILABLE;
4109     }
4110
4111     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4112      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4113      * WINED3DFMT_B8G8R8A8_UNORM. */
4114     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4115             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4116     {
4117         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4118                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4119         return WINED3DERR_NOTAVAILABLE;
4120     }
4121
4122     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4123      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4124     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4125             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4126     {
4127         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4128                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4129         return WINED3DERR_NOTAVAILABLE;
4130     }
4131
4132     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4133     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4134             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4135     if (FAILED(hr))
4136         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4137                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4138
4139     return hr;
4140 }
4141
4142 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4143       subset of a D3DCAPS9 structure. However, it has to come via a void *
4144       as the d3d8 interface cannot import the d3d9 header                  */
4145 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4146
4147     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4148     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4149     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4150     int vs_selected_mode;
4151     int ps_selected_mode;
4152     struct shader_caps shader_caps;
4153     struct fragment_caps fragment_caps;
4154     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4155
4156     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4157
4158     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4159         return WINED3DERR_INVALIDCALL;
4160     }
4161
4162     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4163
4164     /* ------------------------------------------------
4165        The following fields apply to both d3d8 and d3d9
4166        ------------------------------------------------ */
4167     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4168     pCaps->AdapterOrdinal          = Adapter;
4169
4170     pCaps->Caps                    = 0;
4171     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4172                                      WINED3DCAPS2_FULLSCREENGAMMA |
4173                                      WINED3DCAPS2_DYNAMICTEXTURES;
4174     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4175     {
4176         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4177     }
4178
4179     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4180                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4181                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4182
4183     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4184                                      WINED3DPRESENT_INTERVAL_ONE;
4185
4186     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4187                                      WINED3DCURSORCAPS_LOWRES;
4188
4189     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4190                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4191                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4192                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4193                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4194                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4195                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4196                                      WINED3DDEVCAPS_PUREDEVICE          |
4197                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4198                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4199                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4200                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4201                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4202                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4203                                      WINED3DDEVCAPS_RTPATCHES;
4204
4205     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4206                                      WINED3DPMISCCAPS_CULLCCW               |
4207                                      WINED3DPMISCCAPS_CULLCW                |
4208                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4209                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4210                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4211                                      WINED3DPMISCCAPS_MASKZ                 |
4212                                      WINED3DPMISCCAPS_BLENDOP               |
4213                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4214                                     /* TODO:
4215                                         WINED3DPMISCCAPS_NULLREFERENCE
4216                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4217                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4218                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4219
4220     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4221         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4222     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4223         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4224
4225     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4226                                      WINED3DPRASTERCAPS_PAT       |
4227                                      WINED3DPRASTERCAPS_WFOG      |
4228                                      WINED3DPRASTERCAPS_ZFOG      |
4229                                      WINED3DPRASTERCAPS_FOGVERTEX |
4230                                      WINED3DPRASTERCAPS_FOGTABLE  |
4231                                      WINED3DPRASTERCAPS_STIPPLE   |
4232                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4233                                      WINED3DPRASTERCAPS_ZTEST     |
4234                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4235                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4236                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4237
4238     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4239     {
4240         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4241                              WINED3DPRASTERCAPS_ZBIAS         |
4242                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4243     }
4244     if (gl_info->supported[NV_FOG_DISTANCE])
4245     {
4246         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4247     }
4248                         /* FIXME Add:
4249                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4250                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4251                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4252                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4253                            WINED3DPRASTERCAPS_WBUFFER */
4254
4255     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4256                       WINED3DPCMPCAPS_EQUAL        |
4257                       WINED3DPCMPCAPS_GREATER      |
4258                       WINED3DPCMPCAPS_GREATEREQUAL |
4259                       WINED3DPCMPCAPS_LESS         |
4260                       WINED3DPCMPCAPS_LESSEQUAL    |
4261                       WINED3DPCMPCAPS_NEVER        |
4262                       WINED3DPCMPCAPS_NOTEQUAL;
4263
4264     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4265                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4266                            WINED3DPBLENDCAPS_DESTALPHA       |
4267                            WINED3DPBLENDCAPS_DESTCOLOR       |
4268                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4269                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4270                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4271                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4272                            WINED3DPBLENDCAPS_ONE             |
4273                            WINED3DPBLENDCAPS_SRCALPHA        |
4274                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4275                            WINED3DPBLENDCAPS_SRCCOLOR        |
4276                            WINED3DPBLENDCAPS_ZERO;
4277
4278     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4279                            WINED3DPBLENDCAPS_DESTCOLOR       |
4280                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4281                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4282                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4283                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4284                            WINED3DPBLENDCAPS_ONE             |
4285                            WINED3DPBLENDCAPS_SRCALPHA        |
4286                            WINED3DPBLENDCAPS_SRCCOLOR        |
4287                            WINED3DPBLENDCAPS_ZERO;
4288     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4289      * according to the glBlendFunc manpage
4290      *
4291      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4292      * legacy settings for srcblend only
4293      */
4294
4295     if (gl_info->supported[EXT_BLEND_COLOR])
4296     {
4297         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4298         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4299     }
4300
4301
4302     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4303                           WINED3DPCMPCAPS_EQUAL        |
4304                           WINED3DPCMPCAPS_GREATER      |
4305                           WINED3DPCMPCAPS_GREATEREQUAL |
4306                           WINED3DPCMPCAPS_LESS         |
4307                           WINED3DPCMPCAPS_LESSEQUAL    |
4308                           WINED3DPCMPCAPS_NEVER        |
4309                           WINED3DPCMPCAPS_NOTEQUAL;
4310
4311     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4312                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4313                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4314                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4315                            WINED3DPSHADECAPS_COLORFLATRGB       |
4316                            WINED3DPSHADECAPS_FOGFLAT            |
4317                            WINED3DPSHADECAPS_FOGGOURAUD         |
4318                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4319
4320     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4321                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4322                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4323                           WINED3DPTEXTURECAPS_BORDER             |
4324                           WINED3DPTEXTURECAPS_MIPMAP             |
4325                           WINED3DPTEXTURECAPS_PROJECTED          |
4326                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4327
4328     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4329     {
4330         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4331                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4332     }
4333
4334     if (gl_info->supported[EXT_TEXTURE3D])
4335     {
4336         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4337                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4338                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4339     }
4340
4341     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4342     {
4343         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4344                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4345                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4346
4347     }
4348
4349     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4350                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4351                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4352                                WINED3DPTFILTERCAPS_MINFPOINT        |
4353                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4354                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4355                                WINED3DPTFILTERCAPS_LINEAR           |
4356                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4357                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4358                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4359                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4360                                WINED3DPTFILTERCAPS_NEAREST;
4361
4362     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4363     {
4364         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4365                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4366     }
4367
4368     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4369     {
4370         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4371                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4372                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4373                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4374                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4375                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4376                                        WINED3DPTFILTERCAPS_LINEAR           |
4377                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4378                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4379                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4380                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4381                                        WINED3DPTFILTERCAPS_NEAREST;
4382
4383         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4384         {
4385             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4386                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4387         }
4388     } else
4389         pCaps->CubeTextureFilterCaps = 0;
4390
4391     if (gl_info->supported[EXT_TEXTURE3D])
4392     {
4393         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4394                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4395                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4396                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4397                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4398                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4399                                          WINED3DPTFILTERCAPS_LINEAR           |
4400                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4401                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4402                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4403                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4404                                          WINED3DPTFILTERCAPS_NEAREST;
4405     } else
4406         pCaps->VolumeTextureFilterCaps = 0;
4407
4408     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4409                                  WINED3DPTADDRESSCAPS_CLAMP  |
4410                                  WINED3DPTADDRESSCAPS_WRAP;
4411
4412     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4413     {
4414         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4415     }
4416     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4417     {
4418         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4419     }
4420     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4421     {
4422         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4423     }
4424
4425     if (gl_info->supported[EXT_TEXTURE3D])
4426     {
4427         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4428                                            WINED3DPTADDRESSCAPS_CLAMP  |
4429                                            WINED3DPTADDRESSCAPS_WRAP;
4430         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4431         {
4432             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4433         }
4434         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4435         {
4436             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4437         }
4438         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4439         {
4440             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4441         }
4442     } else
4443         pCaps->VolumeTextureAddressCaps = 0;
4444
4445     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4446                       WINED3DLINECAPS_ZTEST         |
4447                       WINED3DLINECAPS_BLEND         |
4448                       WINED3DLINECAPS_ALPHACMP      |
4449                       WINED3DLINECAPS_FOG;
4450     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4451      * idea how generating the smoothing alpha values works; the result is different
4452      */
4453
4454     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4455     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4456
4457     if (gl_info->supported[EXT_TEXTURE3D])
4458         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4459     else
4460         pCaps->MaxVolumeExtent = 0;
4461
4462     pCaps->MaxTextureRepeat = 32768;
4463     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4464     pCaps->MaxVertexW = 1.0f;
4465
4466     pCaps->GuardBandLeft = 0.0f;
4467     pCaps->GuardBandTop = 0.0f;
4468     pCaps->GuardBandRight = 0.0f;
4469     pCaps->GuardBandBottom = 0.0f;
4470
4471     pCaps->ExtentsAdjust = 0.0f;
4472
4473     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4474                           WINED3DSTENCILCAPS_INCRSAT |
4475                           WINED3DSTENCILCAPS_INVERT  |
4476                           WINED3DSTENCILCAPS_KEEP    |
4477                           WINED3DSTENCILCAPS_REPLACE |
4478                           WINED3DSTENCILCAPS_ZERO;
4479     if (gl_info->supported[EXT_STENCIL_WRAP])
4480     {
4481         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4482                               WINED3DSTENCILCAPS_INCR;
4483     }
4484     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4485     {
4486         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4487     }
4488
4489     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4490
4491     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4492     pCaps->MaxActiveLights = gl_info->limits.lights;
4493
4494     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4495     pCaps->MaxVertexBlendMatrixIndex   = 0;
4496
4497     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4498     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4499
4500
4501     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4502     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4503                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4504                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4505                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4506                                   WINED3DVTXPCAPS_VERTEXFOG         |
4507                                   WINED3DVTXPCAPS_TEXGEN;
4508
4509     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4510     pCaps->MaxVertexIndex      = 0xFFFFF;
4511     pCaps->MaxStreams          = MAX_STREAMS;
4512     pCaps->MaxStreamStride     = 1024;
4513
4514     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4515     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4516                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4517     pCaps->MaxNpatchTessellationLevel        = 0;
4518     pCaps->MasterAdapterOrdinal              = 0;
4519     pCaps->AdapterOrdinalInGroup             = 0;
4520     pCaps->NumberOfAdaptersInGroup           = 1;
4521
4522     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4523
4524     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4525                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4526                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4527                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4528     pCaps->VertexTextureFilterCaps           = 0;
4529
4530     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4531     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4532
4533     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4534     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4535
4536     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4537      * Ignore shader model capabilities if disabled in config
4538      */
4539     if(vs_selected_mode == SHADER_NONE) {
4540         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4541         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4542         pCaps->MaxVertexShaderConst         = 0;
4543     } else {
4544         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4545         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4546     }
4547
4548     if(ps_selected_mode == SHADER_NONE) {
4549         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4550         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4551         pCaps->PixelShader1xMaxValue        = 0.0f;
4552     } else {
4553         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4554         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4555     }
4556
4557     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4558     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4559     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4560
4561     /* The following caps are shader specific, but they are things we cannot detect, or which
4562      * are the same among all shader models. So to avoid code duplication set the shader version
4563      * specific, but otherwise constant caps here
4564      */
4565     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4566         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4567         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4568         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4569         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4570         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4571         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4572
4573         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4574         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4575     }
4576     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4577     {
4578         pCaps->VS20Caps.Caps                     = 0;
4579         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4580         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4581         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4582
4583         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4584         pCaps->MaxVertexShader30InstructionSlots = 0;
4585     } else { /* VS 1.x */
4586         pCaps->VS20Caps.Caps                     = 0;
4587         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4588         pCaps->VS20Caps.NumTemps                 = 0;
4589         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4590
4591         pCaps->MaxVShaderInstructionsExecuted    = 0;
4592         pCaps->MaxVertexShader30InstructionSlots = 0;
4593     }
4594
4595     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4596         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4597         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4598
4599         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4600         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4601                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4602                 WINED3DPS20CAPS_PREDICATION          |
4603                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4604                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4605         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4606         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4607         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4608         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4609
4610         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4611         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4612                 adapter->gl_info.limits.arb_ps_instructions);
4613     }
4614     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4615     {
4616         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4617         pCaps->PS20Caps.Caps                     = 0;
4618         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4619         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4620         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4621         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4622
4623         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4624         pCaps->MaxPixelShader30InstructionSlots  = 0;
4625     } else { /* PS 1.x */
4626         pCaps->PS20Caps.Caps                     = 0;
4627         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4628         pCaps->PS20Caps.NumTemps                 = 0;
4629         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4630         pCaps->PS20Caps.NumInstructionSlots      = 0;
4631
4632         pCaps->MaxPShaderInstructionsExecuted    = 0;
4633         pCaps->MaxPixelShader30InstructionSlots  = 0;
4634     }
4635
4636     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4637         /* OpenGL supports all the formats below, perhaps not always
4638          * without conversion, but it supports them.
4639          * Further GLSL doesn't seem to have an official unsigned type so
4640          * don't advertise it yet as I'm not sure how we handle it.
4641          * We might need to add some clamping in the shader engine to
4642          * support it.
4643          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4644         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4645                            WINED3DDTCAPS_UBYTE4N   |
4646                            WINED3DDTCAPS_SHORT2N   |
4647                            WINED3DDTCAPS_SHORT4N;
4648         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4649         {
4650             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4651                                 WINED3DDTCAPS_FLOAT16_4;
4652         }
4653     } else
4654         pCaps->DeclTypes                         = 0;
4655
4656     /* Set DirectDraw helper Caps */
4657     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4658                                         WINEDDCKEYCAPS_SRCBLT;
4659     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4660                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4661                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4662                                         WINEDDFXCAPS_BLTROTATION90          |
4663                                         WINEDDFXCAPS_BLTSHRINKX             |
4664                                         WINEDDFXCAPS_BLTSHRINKXN            |
4665                                         WINEDDFXCAPS_BLTSHRINKY             |
4666                                         WINEDDFXCAPS_BLTSHRINKXN            |
4667                                         WINEDDFXCAPS_BLTSTRETCHX            |
4668                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4669                                         WINEDDFXCAPS_BLTSTRETCHY            |
4670                                         WINEDDFXCAPS_BLTSTRETCHYN;
4671     blit_caps =                         WINEDDCAPS_BLT                      |
4672                                         WINEDDCAPS_BLTCOLORFILL             |
4673                                         WINEDDCAPS_BLTDEPTHFILL             |
4674                                         WINEDDCAPS_BLTSTRETCH               |
4675                                         WINEDDCAPS_CANBLTSYSMEM             |
4676                                         WINEDDCAPS_CANCLIP                  |
4677                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4678                                         WINEDDCAPS_COLORKEY                 |
4679                                         WINEDDCAPS_COLORKEYHWASSIST         |
4680                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4681     pal_caps =                          WINEDDPCAPS_8BIT                    |
4682                                         WINEDDPCAPS_PRIMARYSURFACE;
4683
4684     /* Fill the ddraw caps structure */
4685     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4686                                         WINEDDCAPS_PALETTE                  |
4687                                         blit_caps;
4688     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4689                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4690                                         WINEDDCAPS2_PRIMARYGAMMA             |
4691                                         WINEDDCAPS2_WIDESURFACES             |
4692                                         WINEDDCAPS2_CANRENDERWINDOWED;
4693     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4694     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4695     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4696     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4697     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4698     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4699     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4700     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4701     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4702     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4703     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4704     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4705
4706     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4707                                         WINEDDSCAPS_BACKBUFFER              |
4708                                         WINEDDSCAPS_FLIP                    |
4709                                         WINEDDSCAPS_FRONTBUFFER             |
4710                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4711                                         WINEDDSCAPS_PALETTE                 |
4712                                         WINEDDSCAPS_PRIMARYSURFACE          |
4713                                         WINEDDSCAPS_SYSTEMMEMORY            |
4714                                         WINEDDSCAPS_VIDEOMEMORY             |
4715                                         WINEDDSCAPS_VISIBLE;
4716     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4717
4718     /* Set D3D caps if OpenGL is available. */
4719     if (adapter->opengl)
4720     {
4721         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4722                                         WINEDDSCAPS_MIPMAP                  |
4723                                         WINEDDSCAPS_TEXTURE                 |
4724                                         WINEDDSCAPS_ZBUFFER;
4725         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4726     }
4727
4728     return WINED3D_OK;
4729 }
4730
4731 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4732         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4733 {
4734     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4735     IWineD3DDeviceImpl *object;
4736     HRESULT hr;
4737
4738     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4739             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4740
4741     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4742      * number and create a device without a 3D adapter for 2D only operation. */
4743     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4744     {
4745         return WINED3DERR_INVALIDCALL;
4746     }
4747
4748     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4749     if (!object)
4750     {
4751         ERR("Failed to allocate device memory.\n");
4752         return E_OUTOFMEMORY;
4753     }
4754
4755     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4756     if (FAILED(hr))
4757     {
4758         WARN("Failed to initialize device, hr %#x.\n", hr);
4759         HeapFree(GetProcessHeap(), 0, object);
4760         return hr;
4761     }
4762
4763     TRACE("Created device %p.\n", object);
4764     *device = (IWineD3DDevice *)object;
4765
4766     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4767
4768     return WINED3D_OK;
4769 }
4770
4771 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4772 {
4773     TRACE("iface %p.\n", iface);
4774
4775     return ((IWineD3DImpl *)iface)->parent;
4776 }
4777
4778 static void WINE_GLAPI invalid_func(const void *data)
4779 {
4780     ERR("Invalid vertex attribute function called\n");
4781     DebugBreak();
4782 }
4783
4784 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4785 {
4786     ERR("Invalid texcoord function called\n");
4787     DebugBreak();
4788 }
4789
4790 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4791  * the extension detection and are used in drawStridedSlow
4792  */
4793 static void WINE_GLAPI position_d3dcolor(const void *data)
4794 {
4795     DWORD pos = *((const DWORD *)data);
4796
4797     FIXME("Add a test for fixed function position from d3dcolor type\n");
4798     glVertex4s(D3DCOLOR_B_R(pos),
4799                D3DCOLOR_B_G(pos),
4800                D3DCOLOR_B_B(pos),
4801                D3DCOLOR_B_A(pos));
4802 }
4803
4804 static void WINE_GLAPI position_float4(const void *data)
4805 {
4806     const GLfloat *pos = data;
4807
4808     if (pos[3] != 0.0f && pos[3] != 1.0f)
4809     {
4810         float w = 1.0f / pos[3];
4811
4812         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4813     }
4814     else
4815     {
4816         glVertex3fv(pos);
4817     }
4818 }
4819
4820 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4821 {
4822     DWORD diffuseColor = *((const DWORD *)data);
4823
4824     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4825                D3DCOLOR_B_G(diffuseColor),
4826                D3DCOLOR_B_B(diffuseColor),
4827                D3DCOLOR_B_A(diffuseColor));
4828 }
4829
4830 static void WINE_GLAPI specular_d3dcolor(const void *data)
4831 {
4832     DWORD specularColor = *((const DWORD *)data);
4833     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4834             D3DCOLOR_B_G(specularColor),
4835             D3DCOLOR_B_B(specularColor)};
4836
4837     specular_func_3ubv(d);
4838 }
4839
4840 static void WINE_GLAPI warn_no_specular_func(const void *data)
4841 {
4842     WARN("GL_EXT_secondary_color not supported\n");
4843 }
4844
4845 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4846 {
4847     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4848     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4849     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4850     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4851     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4852     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4853     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4854     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4855     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4856     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4857     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4859     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4860     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4861     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4862     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4863     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4864
4865     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4866     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4867     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4868     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4869     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4870     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4871     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4872     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4873     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4874     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4875     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4876     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4878     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4879     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4880     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4881     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4882
4883     /* No 4 component entry points here */
4884     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4885     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4886     if (gl_info->supported[EXT_SECONDARY_COLOR])
4887     {
4888         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4889     }
4890     else
4891     {
4892         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4893     }
4894     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4895     if (gl_info->supported[EXT_SECONDARY_COLOR])
4896     {
4897         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4898         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4899     }
4900     else
4901     {
4902         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4903     }
4904     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4905     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4906     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4907     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4909     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4914     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4915     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4916
4917     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4918      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4919      */
4920     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4921     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4922     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4923     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4924     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4925     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4926     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4927     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4928     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4929     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4934     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4935     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4936     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4937
4938     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4939     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4940     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4941     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4942     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4950     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4951     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4952     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4953     if (gl_info->supported[NV_HALF_FLOAT])
4954     {
4955         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4956         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4957         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4958     } else {
4959         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4960         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4961     }
4962 }
4963
4964 /* Do not call while under the GL lock. */
4965 static BOOL InitAdapters(IWineD3DImpl *This)
4966 {
4967     static HMODULE mod_gl;
4968     BOOL ret;
4969     int ps_selected_mode, vs_selected_mode;
4970
4971     /* No need to hold any lock. The calling library makes sure only one thread calls
4972      * wined3d simultaneously
4973      */
4974
4975     TRACE("Initializing adapters\n");
4976
4977     if(!mod_gl) {
4978 #ifdef USE_WIN32_OPENGL
4979 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4980         mod_gl = LoadLibraryA("opengl32.dll");
4981         if(!mod_gl) {
4982             ERR("Can't load opengl32.dll!\n");
4983             goto nogl_adapter;
4984         }
4985 #else
4986 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4987         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4988         mod_gl = GetModuleHandleA("gdi32.dll");
4989 #endif
4990     }
4991
4992 /* Load WGL core functions from opengl32.dll */
4993 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4994     WGL_FUNCS_GEN;
4995 #undef USE_WGL_FUNC
4996
4997     if(!pwglGetProcAddress) {
4998         ERR("Unable to load wglGetProcAddress!\n");
4999         goto nogl_adapter;
5000     }
5001
5002 /* Dynamically load all GL core functions */
5003     GL_FUNCS_GEN;
5004 #undef USE_GL_FUNC
5005
5006     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5007      * otherwise because we have to use winex11.drv's override
5008      */
5009 #ifdef USE_WIN32_OPENGL
5010     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5011     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5012 #else
5013     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5014     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5015 #endif
5016
5017     glEnableWINE = glEnable;
5018     glDisableWINE = glDisable;
5019
5020     /* For now only one default adapter */
5021     {
5022         struct wined3d_adapter *adapter = &This->adapters[0];
5023         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5024         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5025         int iPixelFormat;
5026         int res;
5027         int i;
5028         WineD3D_PixelFormat *cfgs;
5029         DISPLAY_DEVICEW DisplayDevice;
5030         HDC hdc;
5031
5032         TRACE("Initializing default adapter\n");
5033         adapter->ordinal = 0;
5034         adapter->monitorPoint.x = -1;
5035         adapter->monitorPoint.y = -1;
5036
5037         if (!AllocateLocallyUniqueId(&adapter->luid))
5038         {
5039             DWORD err = GetLastError();
5040             ERR("Failed to set adapter LUID (%#x).\n", err);
5041             goto nogl_adapter;
5042         }
5043         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5044                 adapter->luid.HighPart, adapter->luid.LowPart);
5045
5046         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5047         {
5048             ERR("Failed to get a gl context for default adapter\n");
5049             goto nogl_adapter;
5050         }
5051
5052         ret = IWineD3DImpl_FillGLCaps(adapter);
5053         if(!ret) {
5054             ERR("Failed to initialize gl caps for default adapter\n");
5055             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5056             goto nogl_adapter;
5057         }
5058         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5059         if(!ret) {
5060             ERR("Failed to init gl formats\n");
5061             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5062             goto nogl_adapter;
5063         }
5064
5065         hdc = fake_gl_ctx.dc;
5066
5067         adapter->TextureRam = adapter->driver_info.vidmem;
5068         adapter->UsedTextureRam = 0;
5069         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5070
5071         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5072         DisplayDevice.cb = sizeof(DisplayDevice);
5073         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5074         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5075         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5076
5077         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5078         {
5079             int attribute;
5080             int attribs[11];
5081             int values[11];
5082             int nAttribs = 0;
5083
5084             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5085             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5086
5087             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5088             cfgs = adapter->cfgs;
5089             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5090             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5091             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5092             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5093             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5094             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5095             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5096             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5097             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5098             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5099             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5100
5101             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5102             {
5103                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5104
5105                 if(!res)
5106                     continue;
5107
5108                 /* Cache the pixel format */
5109                 cfgs->iPixelFormat = iPixelFormat;
5110                 cfgs->redSize = values[0];
5111                 cfgs->greenSize = values[1];
5112                 cfgs->blueSize = values[2];
5113                 cfgs->alphaSize = values[3];
5114                 cfgs->colorSize = values[4];
5115                 cfgs->depthSize = values[5];
5116                 cfgs->stencilSize = values[6];
5117                 cfgs->windowDrawable = values[7];
5118                 cfgs->iPixelType = values[8];
5119                 cfgs->doubleBuffer = values[9];
5120                 cfgs->auxBuffers = values[10];
5121
5122                 cfgs->numSamples = 0;
5123                 /* Check multisample support */
5124                 if (gl_info->supported[ARB_MULTISAMPLE])
5125                 {
5126                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5127                     int value[2];
5128                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5129                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5130                         * value[1] = number of multi sample buffers*/
5131                         if(value[0])
5132                             cfgs->numSamples = value[1];
5133                     }
5134                 }
5135
5136                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5137                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5138                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5139                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5140                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5141                 cfgs++;
5142             }
5143         }
5144         else
5145         {
5146             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5147             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5148             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5149
5150             cfgs = adapter->cfgs;
5151             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5152             {
5153                 PIXELFORMATDESCRIPTOR ppfd;
5154
5155                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5156                 if(!res)
5157                     continue;
5158
5159                 /* We only want HW acceleration using an OpenGL ICD driver.
5160                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5161                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5162                  */
5163                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5164                 {
5165                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5166                     continue;
5167                 }
5168
5169                 cfgs->iPixelFormat = iPixelFormat;
5170                 cfgs->redSize = ppfd.cRedBits;
5171                 cfgs->greenSize = ppfd.cGreenBits;
5172                 cfgs->blueSize = ppfd.cBlueBits;
5173                 cfgs->alphaSize = ppfd.cAlphaBits;
5174                 cfgs->colorSize = ppfd.cColorBits;
5175                 cfgs->depthSize = ppfd.cDepthBits;
5176                 cfgs->stencilSize = ppfd.cStencilBits;
5177                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5178                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5179                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5180                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5181                 cfgs->numSamples = 0;
5182
5183                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5184                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5185                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5186                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5187                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5188                 cfgs++;
5189                 adapter->nCfgs++;
5190             }
5191
5192             /* 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 */
5193             if(!adapter->nCfgs)
5194             {
5195                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5196
5197                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5198                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5199                 goto nogl_adapter;
5200             }
5201         }
5202
5203         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5204          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5205          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5206          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5207          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5208          * driver is allowed to consume more bits EXCEPT for stencil bits.
5209          *
5210          * Mark an adapter with this broken stencil behavior.
5211          */
5212         adapter->brokenStencil = TRUE;
5213         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5214         {
5215             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5216             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5217                 adapter->brokenStencil = FALSE;
5218                 break;
5219             }
5220         }
5221
5222         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5223
5224         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5225         fillGLAttribFuncs(&adapter->gl_info);
5226         adapter->opengl = TRUE;
5227     }
5228     This->adapter_count = 1;
5229     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5230
5231     return TRUE;
5232
5233 nogl_adapter:
5234     /* Initialize an adapter for ddraw-only memory counting */
5235     memset(This->adapters, 0, sizeof(This->adapters));
5236     This->adapters[0].ordinal = 0;
5237     This->adapters[0].opengl = FALSE;
5238     This->adapters[0].monitorPoint.x = -1;
5239     This->adapters[0].monitorPoint.y = -1;
5240
5241     This->adapters[0].driver_info.name = "Display";
5242     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5243     if(wined3d_settings.emulated_textureram) {
5244         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5245     } else {
5246         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5247     }
5248
5249     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5250
5251     This->adapter_count = 1;
5252     return FALSE;
5253 }
5254
5255 /**********************************************************
5256  * IWineD3D VTbl follows
5257  **********************************************************/
5258
5259 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5260 {
5261     /* IUnknown */
5262     IWineD3DImpl_QueryInterface,
5263     IWineD3DImpl_AddRef,
5264     IWineD3DImpl_Release,
5265     /* IWineD3D */
5266     IWineD3DImpl_GetParent,
5267     IWineD3DImpl_GetAdapterCount,
5268     IWineD3DImpl_RegisterSoftwareDevice,
5269     IWineD3DImpl_GetAdapterMonitor,
5270     IWineD3DImpl_GetAdapterModeCount,
5271     IWineD3DImpl_EnumAdapterModes,
5272     IWineD3DImpl_GetAdapterDisplayMode,
5273     IWineD3DImpl_GetAdapterIdentifier,
5274     IWineD3DImpl_CheckDeviceMultiSampleType,
5275     IWineD3DImpl_CheckDepthStencilMatch,
5276     IWineD3DImpl_CheckDeviceType,
5277     IWineD3DImpl_CheckDeviceFormat,
5278     IWineD3DImpl_CheckDeviceFormatConversion,
5279     IWineD3DImpl_GetDeviceCaps,
5280     IWineD3DImpl_CreateDevice
5281 };
5282
5283 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5284
5285 const struct wined3d_parent_ops wined3d_null_parent_ops =
5286 {
5287     wined3d_null_wined3d_object_destroyed,
5288 };
5289
5290 /* Do not call while under the GL lock. */
5291 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5292 {
5293     wined3d->lpVtbl = &IWineD3D_Vtbl;
5294     wined3d->dxVersion = version;
5295     wined3d->ref = 1;
5296     wined3d->parent = parent;
5297
5298     if (!InitAdapters(wined3d))
5299     {
5300         WARN("Failed to initialize adapters.\n");
5301         if (version > 7)
5302         {
5303             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5304             return E_FAIL;
5305         }
5306     }
5307
5308     return WINED3D_OK;
5309 }