urlmon/tests: Run the tests again on W95B (CoInternetParseUrl).
[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 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 GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
39 /* Extension detection */
40 static const struct {
41     const char *extension_string;
42     GL_SupportedExt extension;
43     DWORD version;
44 } EXTENSION_MAP[] = {
45     /* APPLE */
46     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
47     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
48     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
49     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
50     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
51     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
52
53     /* ARB */
54     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
56     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
57     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
58     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
67     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
68     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
69     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
70     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
71     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
72     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
73     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
74     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
75     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
76     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       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_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
90     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
91     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
92     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
93     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
94
95     /* ATI */
96     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
97     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
98     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
99     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
100     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
101
102     /* EXT */
103     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
104     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
105     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
106     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
107     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
108     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
109     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
110     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
111     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
112     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
113     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
114     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
115     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
116     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
117     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
118     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
119     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
120     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
121     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
122     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
123     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
124     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
125     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
126     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
127     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
128     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
129     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
130     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
131
132     /* NV */
133     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
134     {"GL_NV_fence",                         NV_FENCE,                       0                           },
135     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
136     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
137     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
138     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
139     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
140     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
141     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
142     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
143     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
144     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
145     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
146     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
147     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
148     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
149     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
150     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
151     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
152
153     /* SGI */
154     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
155 };
156
157 /**********************************************************
158  * Utility functions follow
159  **********************************************************/
160
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162
163 const struct min_lookup minMipLookup[] =
164 {
165     /* NONE         POINT                       LINEAR */
166     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
167     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173     /* NONE         POINT                       LINEAR */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181     /* NONE         POINT                       LINEAR */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
184     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189     /* NONE     POINT       LINEAR */
190     GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195     /* NONE     POINT       LINEAR */
196     GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209  * i.e., there is no GL Context - Get a default rendering context to enable the
210  * function query some info from GL.
211  */
212
213 struct wined3d_fake_gl_ctx
214 {
215     HDC dc;
216     HWND wnd;
217     HGLRC gl_ctx;
218     HDC restore_dc;
219     HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224     TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226     if (!pwglMakeCurrent(NULL, NULL))
227     {
228         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229     }
230
231     if (!pwglDeleteContext(ctx->gl_ctx))
232     {
233         DWORD err = GetLastError();
234         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235     }
236
237     ReleaseDC(ctx->wnd, ctx->dc);
238     DestroyWindow(ctx->wnd);
239
240     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241     {
242         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243     }
244 }
245
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 {
248     PIXELFORMATDESCRIPTOR pfd;
249     int iPixelFormat;
250
251     TRACE("getting context...\n");
252
253     ctx->restore_dc = pwglGetCurrentDC();
254     ctx->restore_gl_ctx = pwglGetCurrentContext();
255
256     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259     if (!ctx->wnd)
260     {
261         ERR_(d3d_caps)("Failed to create a window.\n");
262         goto fail;
263     }
264
265     ctx->dc = GetDC(ctx->wnd);
266     if (!ctx->dc)
267     {
268         ERR_(d3d_caps)("Failed to get a DC.\n");
269         goto fail;
270     }
271
272     /* PixelFormat selection */
273     ZeroMemory(&pfd, sizeof(pfd));
274     pfd.nSize = sizeof(pfd);
275     pfd.nVersion = 1;
276     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277     pfd.iPixelType = PFD_TYPE_RGBA;
278     pfd.cColorBits = 32;
279     pfd.iLayerType = PFD_MAIN_PLANE;
280
281     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282     if (!iPixelFormat)
283     {
284         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286         goto fail;
287     }
288     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290
291     /* Create a GL context. */
292     ctx->gl_ctx = pwglCreateContext(ctx->dc);
293     if (!ctx->gl_ctx)
294     {
295         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296         goto fail;
297     }
298
299     /* Make it the current GL context. */
300     if (!context_set_current(NULL))
301     {
302         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303     }
304
305     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306     {
307         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308         goto fail;
309     }
310
311     return TRUE;
312
313 fail:
314     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315     ctx->gl_ctx = NULL;
316     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317     ctx->dc = NULL;
318     if (ctx->wnd) DestroyWindow(ctx->wnd);
319     ctx->wnd = NULL;
320     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321     {
322         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
323     }
324
325     return FALSE;
326 }
327
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
330 {
331     struct wined3d_adapter *adapter = D3DDevice->adapter;
332
333     adapter->UsedTextureRam += glram;
334     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335     return adapter->UsedTextureRam;
336 }
337
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 {
340     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 }
343
344 /**********************************************************
345  * IUnknown parts follows
346  **********************************************************/
347
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 {
350     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351
352     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353     if (IsEqualGUID(riid, &IID_IUnknown)
354         || IsEqualGUID(riid, &IID_IWineD3DBase)
355         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356         IUnknown_AddRef(iface);
357         *ppobj = This;
358         return S_OK;
359     }
360     *ppobj = NULL;
361     return E_NOINTERFACE;
362 }
363
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365     IWineD3DImpl *This = (IWineD3DImpl *)iface;
366     ULONG refCount = InterlockedIncrement(&This->ref);
367
368     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369     return refCount;
370 }
371
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373     IWineD3DImpl *This = (IWineD3DImpl *)iface;
374     ULONG ref;
375     TRACE("(%p) : Releasing from %d\n", This, This->ref);
376     ref = InterlockedDecrement(&This->ref);
377     if (ref == 0) {
378         unsigned int i;
379
380         for (i = 0; i < This->adapter_count; ++i)
381         {
382             wined3d_adapter_cleanup(&This->adapters[i]);
383         }
384         HeapFree(GetProcessHeap(), 0, This);
385     }
386
387     return ref;
388 }
389
390 /**********************************************************
391  * IWineD3D parts follows
392  **********************************************************/
393
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
396 {
397     GLuint prog;
398     BOOL ret = FALSE;
399     const char *testcode =
400         "!!ARBvp1.0\n"
401         "PARAM C[66] = { program.env[0..65] };\n"
402         "ADDRESS A0;"
403         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404         "ARL A0.x, zero.x;\n"
405         "MOV result.position, C[A0.x + 65];\n"
406         "END\n";
407
408     while(glGetError());
409     GL_EXTCALL(glGenProgramsARB(1, &prog));
410     if(!prog) {
411         ERR("Failed to create an ARB offset limit test program\n");
412     }
413     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415                                   strlen(testcode), testcode));
416     if(glGetError() != 0) {
417         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419         ret = TRUE;
420     } else TRACE("OpenGL implementation allows offsets > 63\n");
421
422     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424     checkGLcall("ARB vp offset limit test cleanup");
425
426     return ret;
427 }
428
429 static DWORD ver_for_ext(GL_SupportedExt ext)
430 {
431     unsigned int i;
432     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433         if(EXTENSION_MAP[i].extension == ext) {
434             return EXTENSION_MAP[i].version;
435         }
436     }
437     return 0;
438 }
439
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 {
443     if (card_vendor != HW_VENDOR_ATI) return FALSE;
444     if (device == CARD_ATI_RADEON_9500) return TRUE;
445     if (device == CARD_ATI_RADEON_X700) return TRUE;
446     if (device == CARD_ATI_RADEON_X1600) return TRUE;
447     return FALSE;
448 }
449
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 {
453     if (card_vendor == HW_VENDOR_NVIDIA)
454     {
455         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
456         {
457             return TRUE;
458         }
459     }
460     return FALSE;
461 }
462
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469      *
470      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475      * the chance that other implementations support them is rather small since Win32 QuickTime uses
476      * DirectDraw, not OpenGL.
477      *
478      * This test has been moved into wined3d_guess_gl_vendor()
479      */
480     if (gl_vendor == GL_VENDOR_APPLE)
481     {
482         return TRUE;
483     }
484     return FALSE;
485 }
486
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 {
490     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492      * all the texture. This function detects this bug by its symptom and disables PBOs
493      * if the test fails.
494      *
495      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498      * read back is compared to the original. If they are equal PBOs are assumed to work,
499      * otherwise the PBO extension is disabled. */
500     GLuint texture, pbo;
501     static const unsigned int pattern[] =
502     {
503         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507     };
508     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509
510     /* No PBO -> No point in testing them. */
511     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
512
513     ENTER_GL();
514
515     while (glGetError());
516     glGenTextures(1, &texture);
517     glBindTexture(GL_TEXTURE_2D, texture);
518
519     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521     checkGLcall("Specifying the PBO test texture");
522
523     GL_EXTCALL(glGenBuffersARB(1, &pbo));
524     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526     checkGLcall("Specifying the PBO test pbo");
527
528     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529     checkGLcall("Loading the PBO test texture");
530
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532     wglFinish(); /* just to be sure */
533
534     memset(check, 0, sizeof(check));
535     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536     checkGLcall("Reading back the PBO test texture");
537
538     glDeleteTextures(1, &texture);
539     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540     checkGLcall("PBO test cleanup");
541
542     LEAVE_GL();
543
544     if (memcmp(check, pattern, sizeof(check)))
545     {
546         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
549     }
550     else
551     {
552         TRACE_(d3d_caps)("PBO test successful.\n");
553     }
554 }
555
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
558 {
559     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
560 }
561
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566     if (card_vendor != HW_VENDOR_ATI) return FALSE;
567     if (device == CARD_ATI_RADEON_X1600) return FALSE;
568     return TRUE;
569 }
570
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 {
574     return gl_vendor == GL_VENDOR_FGLRX;
575
576 }
577
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 {
581     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
585      * hardcoded
586      *
587      * dx10 cards usually have 64 varyings */
588     return gl_info->limits.glsl_varyings > 44;
589 }
590
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
594 {
595     GLenum error;
596     DWORD data[16];
597
598     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
599
600     ENTER_GL();
601     while(glGetError());
602     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603     error = glGetError();
604     LEAVE_GL();
605
606     if(error == GL_NO_ERROR)
607     {
608         TRACE("GL Implementation accepts 4 component specular color pointers\n");
609         return TRUE;
610     }
611     else
612     {
613         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614               debug_glerror(error));
615         return FALSE;
616     }
617 }
618
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 {
622     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623     return gl_info->supported[NV_TEXTURE_SHADER];
624 }
625
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
629 {
630     GLuint prog;
631     BOOL ret = FALSE;
632     GLint pos;
633     const char *testcode =
634         "!!ARBvp1.0\n"
635         "OPTION NV_vertex_program2;\n"
636         "MOV result.clip[0], 0.0;\n"
637         "MOV result.position, 0.0;\n"
638         "END\n";
639
640     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
641
642     ENTER_GL();
643     while(glGetError());
644
645     GL_EXTCALL(glGenProgramsARB(1, &prog));
646     if(!prog)
647     {
648         ERR("Failed to create the NVvp clip test program\n");
649         LEAVE_GL();
650         return FALSE;
651     }
652     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654                                   strlen(testcode), testcode));
655     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
656     if(pos != -1)
657     {
658         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
660         ret = TRUE;
661         while(glGetError());
662     }
663     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
664
665     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
668
669     LEAVE_GL();
670     return ret;
671 }
672
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
676 {
677     char data[4 * 4 * 4];
678     GLuint tex, fbo;
679     GLenum status;
680
681     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
682
683     memset(data, 0xcc, sizeof(data));
684
685     ENTER_GL();
686
687     glGenTextures(1, &tex);
688     glBindTexture(GL_TEXTURE_2D, tex);
689     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692     checkGLcall("glTexImage2D");
693
694     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697     checkGLcall("glFramebufferTexture2D");
698
699     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701     checkGLcall("glCheckFramebufferStatus");
702
703     memset(data, 0x11, sizeof(data));
704     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705     checkGLcall("glTexSubImage2D");
706
707     glClearColor(0.996, 0.729, 0.745, 0.792);
708     glClear(GL_COLOR_BUFFER_BIT);
709     checkGLcall("glClear");
710
711     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712     checkGLcall("glGetTexImage");
713
714     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716     glBindTexture(GL_TEXTURE_2D, 0);
717     checkGLcall("glBindTexture");
718
719     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720     glDeleteTextures(1, &tex);
721     checkGLcall("glDeleteTextures");
722
723     LEAVE_GL();
724
725     return *(DWORD *)data == 0x11111111;
726 }
727
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
729 {
730     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
734 }
735
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
737 {
738     quirk_arb_constants(gl_info);
739     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741      * allow 48 different offsets or other helper immediate values. */
742     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
744 }
745
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750  * most games, but avoids the crash
751  *
752  * A more sophisticated way would be to find all units that need texture coordinates and enable
753  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
755  *
756  * Note that disabling the extension entirely does not gain predictability because there is no point
757  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
759 {
760     if (gl_info->supported[ARB_POINT_SPRITE])
761     {
762         TRACE("Limiting point sprites to one texture unit.\n");
763         gl_info->limits.point_sprite_units = 1;
764     }
765 }
766
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
768 {
769     quirk_arb_constants(gl_info);
770
771     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773      * If real NP2 textures are used, the driver falls back to software. We could just remove the
774      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
778      *
779      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780      * has this extension promoted to core. The extension loading code sets this extension supported
781      * due to that, so this code works on fglrx as well. */
782     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
783     {
784         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
787     }
788
789     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790      * it is generally more efficient. Reserve just 8 constants. */
791     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
793 }
794
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
796 {
797     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
803      *
804      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805      *  triggering the software fallback. There is not much we can do here apart from disabling the
806      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807      *  in IWineD3DImpl_FillGLCaps).
808      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809      *  post-processing effects in the game "Max Payne 2").
810      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
811     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
814 }
815
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
817 {
818     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822      * according to the spec.
823      *
824      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825      * makes the shader slower and eats instruction slots which should be available to the d3d app.
826      *
827      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829      * this workaround is activated on cards that do not need it, it won't break things, just affect
830      * performance negatively. */
831     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
833 }
834
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
836 {
837     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
838 }
839
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
841 {
842     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
843 }
844
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
849 }
850
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
852 {
853     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
854 }
855
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
857 {
858     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
859 }
860
861 struct driver_quirk
862 {
863     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865     void (*apply)(struct wined3d_gl_info *gl_info);
866     const char *description;
867 };
868
869 static const struct driver_quirk quirk_table[] =
870 {
871     {
872         match_ati_r300_to_500,
873         quirk_ati_dx9,
874         "ATI GLSL constant and normalized texrect quirk"
875     },
876     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877      * used it falls back to software. While the compiler can detect if the shader uses all declared
878      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879      * using relative addressing falls back to software.
880      *
881      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
882     {
883         match_apple,
884         quirk_apple_glsl_constants,
885         "Apple GLSL uniform override"
886     },
887     {
888         match_geforce5,
889         quirk_no_np2,
890         "Geforce 5 NP2 disable"
891     },
892     {
893         match_apple_intel,
894         quirk_texcoord_w,
895         "Init texcoord .w for Apple Intel GPU driver"
896     },
897     {
898         match_apple_nonr500ati,
899         quirk_texcoord_w,
900         "Init texcoord .w for Apple ATI >= r600 GPU driver"
901     },
902     {
903         match_fglrx,
904         quirk_one_point_sprite,
905         "Fglrx point sprite crash workaround"
906     },
907     {
908         match_dx10_capable,
909         quirk_clip_varying,
910         "Reserved varying for gl_ClipPos"
911     },
912     {
913         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914          * GL implementations accept it. The Mac GL is the only implementation known to
915          * reject it.
916          *
917          * If we can pass 4 component specular colors, do it, because (a) we don't have
918          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919          * passes specular alpha to the pixel shader if any is used. Otherwise the
920          * specular alpha is used to pass the fog coordinate, which we pass to opengl
921          * via GL_EXT_fog_coord.
922          */
923         match_allows_spec_alpha,
924         quirk_allows_specular_alpha,
925         "Allow specular alpha quirk"
926     },
927     {
928         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
929          * (rdar://5682521).
930          */
931         match_apple_nvts,
932         quirk_apple_nvts,
933         "Apple NV_texture_shader disable"
934     },
935     {
936         match_broken_nv_clip,
937         quirk_disable_nvvp_clip,
938         "Apple NV_vertex_program clip bug quirk"
939     },
940     {
941         match_fbo_tex_update,
942         quirk_fbo_tex_update,
943         "FBO rebind for attachment updates"
944     },
945 };
946
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948  * reporting a driver version is moot because we are not the Windows driver, and we have different
949  * bugs, features, etc.
950  *
951  * The driver version has the form "x.y.z.w".
952  *
953  * "x" is the Windows version the driver is meant for:
954  * 4 -> 95/98/NT4
955  * 5 -> 2000
956  * 6 -> 2000/XP
957  * 7 -> Vista
958  * 8 -> Win 7
959  *
960  * "y" is the Direct3D level the driver supports:
961  * 11 -> d3d6
962  * 12 -> d3d7
963  * 13 -> d3d8
964  * 14 -> d3d9
965  * 15 -> d3d10
966  *
967  * "z" is unknown, possibly vendor specific.
968  *
969  * "w" is the vendor specific driver version.
970  */
971 struct driver_version_information
972 {
973     WORD vendor;                    /* reported PCI card vendor ID  */
974     WORD card;                      /* reported PCI card device ID  */
975     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
976     WORD d3d_level;                 /* driver hiword to report      */
977     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
978 };
979
980 static const struct driver_version_information driver_version_table[] =
981 {
982     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
984      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
986      *
987      * All version numbers used below are from the Linux nvidia drivers. */
988     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
989     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
990     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
991     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
992     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
993     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
994     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 8618   },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 8618   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 8618   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 8585   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 8585   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 8618   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 8618   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 8618   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 8618   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 8585   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 8618   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 8618   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 8618   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 8618   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 8618   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 8618   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 8618   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 8618   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 8618   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 8618   },
1019
1020     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1022     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1023     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1024     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      14, 10, 6764    },
1025     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1026     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1027     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1028     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1029     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1030     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1031     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1032     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1033
1034     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1035 };
1036
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1039 {
1040     OSVERSIONINFOW os_version;
1041     WORD driver_os_version;
1042     unsigned int i;
1043
1044     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1045     {
1046         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047         vendor = wined3d_settings.pci_vendor_id;
1048     }
1049     driver_info->vendor = vendor;
1050
1051     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1052     {
1053         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054         device = wined3d_settings.pci_device_id;
1055     }
1056     driver_info->device = device;
1057
1058     switch (vendor)
1059     {
1060         case HW_VENDOR_ATI:
1061             driver_info->name = "ati2dvag.dll";
1062             break;
1063
1064         case HW_VENDOR_NVIDIA:
1065             driver_info->name = "nv4_disp.dll";
1066             break;
1067
1068         case HW_VENDOR_INTEL:
1069         default:
1070             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071             driver_info->name = "Display";
1072             break;
1073     }
1074
1075     memset(&os_version, 0, sizeof(os_version));
1076     os_version.dwOSVersionInfoSize = sizeof(os_version);
1077     if (!GetVersionExW(&os_version))
1078     {
1079         ERR("Failed to get OS version, reporting 2000/XP.\n");
1080         driver_os_version = 6;
1081     }
1082     else
1083     {
1084         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085         switch (os_version.dwMajorVersion)
1086         {
1087             case 4:
1088                 driver_os_version = 4;
1089                 break;
1090
1091             case 5:
1092                 driver_os_version = 6;
1093                 break;
1094
1095             case 6:
1096                 if (os_version.dwMinorVersion == 0)
1097                 {
1098                     driver_os_version = 7;
1099                 }
1100                 else
1101                 {
1102                     if (os_version.dwMinorVersion > 1)
1103                     {
1104                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1106                     }
1107                     driver_os_version = 8;
1108                 }
1109                 break;
1110
1111             default:
1112                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1114                 driver_os_version = 6;
1115                 break;
1116         }
1117     }
1118
1119     driver_info->description = "Direct3D HAL";
1120     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1122
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1124     {
1125         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1126         {
1127             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1128
1129             driver_info->description = driver_version_table[i].description;
1130             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132                     driver_version_table[i].lopart_lo);
1133             break;
1134         }
1135     }
1136
1137     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138             driver_info->version_high, driver_info->version_low);
1139 }
1140
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1144 {
1145     unsigned int i;
1146
1147     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1148     {
1149         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151         quirk_table[i].apply(gl_info);
1152     }
1153
1154     /* Find out if PBOs work as they are supposed to. */
1155     test_pbo_functionality(gl_info);
1156 }
1157
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1159 {
1160     const char *ptr = gl_version;
1161     int major, minor;
1162
1163     major = atoi(ptr);
1164     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1165
1166     while (isdigit(*ptr)) ++ptr;
1167     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1168
1169     minor = atoi(ptr);
1170
1171     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1172
1173     return MAKEDWORD_VERSION(major, minor);
1174 }
1175
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1177 {
1178
1179     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1182      *
1183      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189      * DirectDraw, not OpenGL. */
1190     if (gl_info->supported[APPLE_FENCE]
1191             && gl_info->supported[APPLE_CLIENT_STORAGE]
1192             && gl_info->supported[APPLE_FLUSH_RENDER]
1193             && gl_info->supported[APPLE_YCBCR_422])
1194         return GL_VENDOR_APPLE;
1195
1196     if (strstr(gl_vendor_string, "NVIDIA"))
1197         return GL_VENDOR_NVIDIA;
1198
1199     if (strstr(gl_vendor_string, "ATI"))
1200         return GL_VENDOR_FGLRX;
1201
1202     if (strstr(gl_vendor_string, "Intel(R)")
1203             || strstr(gl_renderer, "Intel(R)")
1204             || strstr(gl_vendor_string, "Intel Inc."))
1205         return GL_VENDOR_INTEL;
1206
1207     if (strstr(gl_vendor_string, "Mesa")
1208             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209             || strstr(gl_vendor_string, "DRI R300 Project")
1210             || strstr(gl_vendor_string, "X.Org R300 Project")
1211             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212             || strstr(gl_vendor_string, "VMware, Inc.")
1213             || strstr(gl_renderer, "Mesa")
1214             || strstr(gl_renderer, "Gallium"))
1215         return GL_VENDOR_MESA;
1216
1217     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218             debugstr_a(gl_vendor_string));
1219
1220     return GL_VENDOR_UNKNOWN;
1221 }
1222
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1224 {
1225     if (strstr(gl_vendor_string, "NVIDIA"))
1226         return HW_VENDOR_NVIDIA;
1227
1228     if (strstr(gl_vendor_string, "ATI")
1229             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230             || strstr(gl_vendor_string, "X.Org R300 Project")
1231             || strstr(gl_vendor_string, "DRI R300 Project"))
1232         return HW_VENDOR_ATI;
1233
1234     if (strstr(gl_vendor_string, "Intel(R)")
1235             || strstr(gl_renderer, "Intel(R)")
1236             || strstr(gl_vendor_string, "Intel Inc."))
1237         return HW_VENDOR_INTEL;
1238
1239     if (strstr(gl_vendor_string, "Mesa")
1240             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241             || strstr(gl_vendor_string, "VMware, Inc."))
1242         return HW_VENDOR_SOFTWARE;
1243
1244     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1245
1246     return HW_VENDOR_NVIDIA;
1247 }
1248
1249
1250
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252         const char *gl_renderer, unsigned int *vidmem)
1253 {
1254     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1255      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1256      */
1257     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1258     {
1259         /* Geforce 200 - highend */
1260         if (strstr(gl_renderer, "GTX 280")
1261                 || strstr(gl_renderer, "GTX 285")
1262                 || strstr(gl_renderer, "GTX 295"))
1263         {
1264             *vidmem = 1024;
1265             return CARD_NVIDIA_GEFORCE_GTX280;
1266         }
1267
1268         /* Geforce 200 - midend high */
1269         if (strstr(gl_renderer, "GTX 275"))
1270         {
1271             *vidmem = 896;
1272             return CARD_NVIDIA_GEFORCE_GTX275;
1273         }
1274
1275         /* Geforce 200 - midend */
1276         if (strstr(gl_renderer, "GTX 260"))
1277         {
1278             *vidmem = 1024;
1279             return CARD_NVIDIA_GEFORCE_GTX260;
1280         }
1281         /* Geforce 200 - midend */
1282         if (strstr(gl_renderer, "GT 240"))
1283         {
1284            *vidmem = 512;
1285            return CARD_NVIDIA_GEFORCE_GT240;
1286         }
1287
1288         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1289         if (strstr(gl_renderer, "9800")
1290                 || strstr(gl_renderer, "GTS 150")
1291                 || strstr(gl_renderer, "GTS 250"))
1292         {
1293             *vidmem = 512;
1294             return CARD_NVIDIA_GEFORCE_9800GT;
1295         }
1296
1297         /* Geforce9 - midend */
1298         if (strstr(gl_renderer, "9600"))
1299         {
1300             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1301             return CARD_NVIDIA_GEFORCE_9600GT;
1302         }
1303
1304         /* Geforce9 - midend low / Geforce 200 - low */
1305         if (strstr(gl_renderer, "9500")
1306                 || strstr(gl_renderer, "GT 120")
1307                 || strstr(gl_renderer, "GT 130"))
1308         {
1309             *vidmem = 256; /* The 9500GT has 256-1024MB */
1310             return CARD_NVIDIA_GEFORCE_9500GT;
1311         }
1312
1313         /* Geforce9 - lowend */
1314         if (strstr(gl_renderer, "9400"))
1315         {
1316             *vidmem = 256; /* The 9400GT has 256-1024MB */
1317             return CARD_NVIDIA_GEFORCE_9400GT;
1318         }
1319
1320         /* Geforce9 - lowend low */
1321         if (strstr(gl_renderer, "9100")
1322                 || strstr(gl_renderer, "9200")
1323                 || strstr(gl_renderer, "9300")
1324                 || strstr(gl_renderer, "G 100"))
1325         {
1326             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1327             return CARD_NVIDIA_GEFORCE_9200;
1328         }
1329
1330         /* Geforce8 - highend */
1331         if (strstr(gl_renderer, "8800"))
1332         {
1333             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1334             return CARD_NVIDIA_GEFORCE_8800GTS;
1335         }
1336
1337         /* Geforce8 - midend mobile */
1338         if (strstr(gl_renderer, "8600 M"))
1339         {
1340             *vidmem = 512;
1341             return CARD_NVIDIA_GEFORCE_8600MGT;
1342         }
1343
1344         /* Geforce8 - midend */
1345         if (strstr(gl_renderer, "8600")
1346                 || strstr(gl_renderer, "8700"))
1347         {
1348             *vidmem = 256;
1349             return CARD_NVIDIA_GEFORCE_8600GT;
1350         }
1351
1352         /* Geforce8 - lowend */
1353         if (strstr(gl_renderer, "8100")
1354                 || strstr(gl_renderer, "8200")
1355                 || strstr(gl_renderer, "8300")
1356                 || strstr(gl_renderer, "8400")
1357                 || strstr(gl_renderer, "8500"))
1358         {
1359             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1360             return CARD_NVIDIA_GEFORCE_8300GS;
1361         }
1362
1363         /* Geforce7 - highend */
1364         if (strstr(gl_renderer, "7800")
1365                 || strstr(gl_renderer, "7900")
1366                 || strstr(gl_renderer, "7950")
1367                 || strstr(gl_renderer, "Quadro FX 4")
1368                 || strstr(gl_renderer, "Quadro FX 5"))
1369         {
1370             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1371             return CARD_NVIDIA_GEFORCE_7800GT;
1372         }
1373
1374         /* Geforce7 midend */
1375         if (strstr(gl_renderer, "7600")
1376                 || strstr(gl_renderer, "7700"))
1377         {
1378             *vidmem = 256; /* The 7600 uses 256-512MB */
1379             return CARD_NVIDIA_GEFORCE_7600;
1380         }
1381
1382         /* Geforce7 lower medium */
1383         if (strstr(gl_renderer, "7400"))
1384         {
1385             *vidmem = 256; /* The 7400 uses 256-512MB */
1386             return CARD_NVIDIA_GEFORCE_7400;
1387         }
1388
1389         /* Geforce7 lowend */
1390         if (strstr(gl_renderer, "7300"))
1391         {
1392             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1393             return CARD_NVIDIA_GEFORCE_7300;
1394         }
1395
1396         /* Geforce6 highend */
1397         if (strstr(gl_renderer, "6800"))
1398         {
1399             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1400             return CARD_NVIDIA_GEFORCE_6800;
1401         }
1402
1403         /* Geforce6 - midend */
1404         if (strstr(gl_renderer, "6600")
1405                 || strstr(gl_renderer, "6610")
1406                 || strstr(gl_renderer, "6700"))
1407         {
1408             *vidmem = 128; /* A 6600GT has 128-256MB */
1409             return CARD_NVIDIA_GEFORCE_6600GT;
1410         }
1411
1412         /* Geforce6/7 lowend */
1413         *vidmem = 64; /* */
1414         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1415     }
1416
1417     if (WINE_D3D9_CAPABLE(gl_info))
1418     {
1419         /* GeforceFX - highend */
1420         if (strstr(gl_renderer, "5800")
1421                 || strstr(gl_renderer, "5900")
1422                 || strstr(gl_renderer, "5950")
1423                 || strstr(gl_renderer, "Quadro FX"))
1424         {
1425             *vidmem = 256; /* 5800-5900 cards use 256MB */
1426             return CARD_NVIDIA_GEFORCEFX_5800;
1427         }
1428
1429         /* GeforceFX - midend */
1430         if (strstr(gl_renderer, "5600")
1431                 || strstr(gl_renderer, "5650")
1432                 || strstr(gl_renderer, "5700")
1433                 || strstr(gl_renderer, "5750"))
1434         {
1435             *vidmem = 128; /* A 5600 uses 128-256MB */
1436             return CARD_NVIDIA_GEFORCEFX_5600;
1437         }
1438
1439         /* GeforceFX - lowend */
1440         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1441         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1442     }
1443
1444     if (WINE_D3D8_CAPABLE(gl_info))
1445     {
1446         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1447         {
1448             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1449             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1450         }
1451
1452         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1453         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1454     }
1455
1456     if (WINE_D3D7_CAPABLE(gl_info))
1457     {
1458         if (strstr(gl_renderer, "GeForce4 MX"))
1459         {
1460             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1461              * early models had 32MB but most have 64MB or even 128MB. */
1462             *vidmem = 64;
1463             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1464         }
1465
1466         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1467         {
1468             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1469             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1470         }
1471
1472         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1473         {
1474             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1475             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1476         }
1477
1478         /* Most Geforce1 cards have 32MB, there are also some rare 16
1479          * and 64MB (Dell) models. */
1480         *vidmem = 32;
1481         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1482     }
1483
1484     if (strstr(gl_renderer, "TNT2"))
1485     {
1486         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1487         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1488     }
1489
1490     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1491     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1492
1493 }
1494
1495 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1496         const char *gl_renderer, unsigned int *vidmem)
1497 {
1498     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1499      *
1500      * Beware: renderer string do not match exact card model,
1501      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1502     if (WINE_D3D9_CAPABLE(gl_info))
1503     {
1504         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1505         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1506                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1507                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1508         {
1509             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1510             return CARD_ATI_RADEON_HD5800;
1511         }
1512
1513         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1514         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1515                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1516                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1517         {
1518             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1519             return CARD_ATI_RADEON_HD5700;
1520         }
1521
1522         /* Radeon R7xx HD4800 - highend */
1523         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1524                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1525                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1526                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1527                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1528         {
1529             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1530             return CARD_ATI_RADEON_HD4800;
1531         }
1532
1533         /* Radeon R740 HD4700 - midend */
1534         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1535                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1536         {
1537             *vidmem = 512;
1538             return CARD_ATI_RADEON_HD4700;
1539         }
1540
1541         /* Radeon R730 HD4600 - midend */
1542         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1543                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1544                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1545         {
1546             *vidmem = 512;
1547             return CARD_ATI_RADEON_HD4600;
1548         }
1549
1550         /* Radeon R710 HD4500/HD4350 - lowend */
1551         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1552                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1553         {
1554             *vidmem = 256;
1555             return CARD_ATI_RADEON_HD4350;
1556         }
1557
1558         /* Radeon R6xx HD2900/HD3800 - highend */
1559         if (strstr(gl_renderer, "HD 2900")
1560                 || strstr(gl_renderer, "HD 3870")
1561                 || strstr(gl_renderer, "HD 3850"))
1562         {
1563             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1564             return CARD_ATI_RADEON_HD2900;
1565         }
1566
1567         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1568         if (strstr(gl_renderer, "HD 2600")
1569                 || strstr(gl_renderer, "HD 3830")
1570                 || strstr(gl_renderer, "HD 3690")
1571                 || strstr(gl_renderer, "HD 3650"))
1572         {
1573             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1574             return CARD_ATI_RADEON_HD2600;
1575         }
1576
1577         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1578         if (strstr(gl_renderer, "HD 2300")
1579                 || strstr(gl_renderer, "HD 2400")
1580                 || strstr(gl_renderer, "HD 3470")
1581                 || strstr(gl_renderer, "HD 3450")
1582                 || strstr(gl_renderer, "HD 3430")
1583                 || strstr(gl_renderer, "HD 3400"))
1584         {
1585             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1586             return CARD_ATI_RADEON_HD2300;
1587         }
1588
1589         /* Radeon R6xx/R7xx integrated */
1590         if (strstr(gl_renderer, "HD 3100")
1591                 || strstr(gl_renderer, "HD 3200")
1592                 || strstr(gl_renderer, "HD 3300"))
1593         {
1594             *vidmem = 128; /* 128MB */
1595             return CARD_ATI_RADEON_HD3200;
1596         }
1597
1598         /* Radeon R5xx */
1599         if (strstr(gl_renderer, "X1600")
1600                 || strstr(gl_renderer, "X1650")
1601                 || strstr(gl_renderer, "X1800")
1602                 || strstr(gl_renderer, "X1900")
1603                 || strstr(gl_renderer, "X1950"))
1604         {
1605             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1606             return CARD_ATI_RADEON_X1600;
1607         }
1608
1609         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1610         if (strstr(gl_renderer, "X700")
1611                 || strstr(gl_renderer, "X800")
1612                 || strstr(gl_renderer, "X850")
1613                 || strstr(gl_renderer, "X1300")
1614                 || strstr(gl_renderer, "X1400")
1615                 || strstr(gl_renderer, "X1450")
1616                 || strstr(gl_renderer, "X1550"))
1617         {
1618             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1619             return CARD_ATI_RADEON_X700;
1620         }
1621
1622         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1623         if (strstr(gl_renderer, "Radeon Xpress"))
1624         {
1625             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1626             return CARD_ATI_RADEON_XPRESS_200M;
1627         }
1628
1629         /* Radeon R3xx */
1630         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1631         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1632     }
1633
1634     if (WINE_D3D8_CAPABLE(gl_info))
1635     {
1636         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1637         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1638     }
1639
1640     if (WINE_D3D7_CAPABLE(gl_info))
1641     {
1642         *vidmem = 32; /* There are models with up to 64MB */
1643         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1644     }
1645
1646     *vidmem = 16; /* There are 16-32MB models */
1647     return CARD_ATI_RAGE_128PRO;
1648
1649 }
1650
1651 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1652         const char *gl_renderer, unsigned int *vidmem)
1653 {
1654     if (strstr(gl_renderer, "X3100"))
1655     {
1656         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1657         *vidmem = 128;
1658         return CARD_INTEL_X3100;
1659     }
1660
1661     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1662     {
1663         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1664         *vidmem = 64;
1665         return CARD_INTEL_I945GM;
1666     }
1667
1668     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1669     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1670     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1671     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1672     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1673     return CARD_INTEL_I915G;
1674
1675 }
1676
1677 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1678         const char *gl_renderer, unsigned int *vidmem)
1679 {
1680     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1681      *
1682      * Beware: renderer string do not match exact card model,
1683      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1684     if (strstr(gl_renderer, "Gallium"))
1685     {
1686         /* Radeon R7xx HD4800 - highend */
1687         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1688                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1689                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1690         {
1691             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1692             return CARD_ATI_RADEON_HD4800;
1693         }
1694
1695         /* Radeon R740 HD4700 - midend */
1696         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1697         {
1698             *vidmem = 512;
1699             return CARD_ATI_RADEON_HD4700;
1700         }
1701
1702         /* Radeon R730 HD4600 - midend */
1703         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1704         {
1705             *vidmem = 512;
1706             return CARD_ATI_RADEON_HD4600;
1707         }
1708
1709         /* Radeon R710 HD4500/HD4350 - lowend */
1710         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1711         {
1712             *vidmem = 256;
1713             return CARD_ATI_RADEON_HD4350;
1714         }
1715
1716         /* Radeon R6xx HD2900/HD3800 - highend */
1717         if (strstr(gl_renderer, "R600")
1718                 || strstr(gl_renderer, "RV670")
1719                 || strstr(gl_renderer, "R680"))
1720         {
1721             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1722             return CARD_ATI_RADEON_HD2900;
1723         }
1724
1725         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1726         if (strstr(gl_renderer, "RV630")
1727                 || strstr(gl_renderer, "RV635"))
1728         {
1729             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1730             return CARD_ATI_RADEON_HD2600;
1731         }
1732
1733         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1734         if (strstr(gl_renderer, "RV610")
1735                 || strstr(gl_renderer, "RV620"))
1736         {
1737             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1738             return CARD_ATI_RADEON_HD2300;
1739         }
1740
1741         /* Radeon R6xx/R7xx integrated */
1742         if (strstr(gl_renderer, "RS780")
1743                 || strstr(gl_renderer, "RS880"))
1744         {
1745             *vidmem = 128; /* 128MB */
1746             return CARD_ATI_RADEON_HD3200;
1747         }
1748
1749         /* Radeon R5xx */
1750         if (strstr(gl_renderer, "RV530")
1751                 || strstr(gl_renderer, "RV535")
1752                 || strstr(gl_renderer, "RV560")
1753                 || strstr(gl_renderer, "R520")
1754                 || strstr(gl_renderer, "RV570")
1755                 || strstr(gl_renderer, "R580"))
1756         {
1757             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1758             return CARD_ATI_RADEON_X1600;
1759         }
1760
1761         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1762         if (strstr(gl_renderer, "R410")
1763                 || strstr(gl_renderer, "R420")
1764                 || strstr(gl_renderer, "R423")
1765                 || strstr(gl_renderer, "R430")
1766                 || strstr(gl_renderer, "R480")
1767                 || strstr(gl_renderer, "R481")
1768                 || strstr(gl_renderer, "RV410")
1769                 || strstr(gl_renderer, "RV515")
1770                 || strstr(gl_renderer, "RV516"))
1771         {
1772             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1773             return CARD_ATI_RADEON_X700;
1774         }
1775
1776         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1777         if (strstr(gl_renderer, "RS400")
1778                 || strstr(gl_renderer, "RS480")
1779                 || strstr(gl_renderer, "RS482")
1780                 || strstr(gl_renderer, "RS485")
1781                 || strstr(gl_renderer, "RS600")
1782                 || strstr(gl_renderer, "RS690")
1783                 || strstr(gl_renderer, "RS740"))
1784         {
1785             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1786             return CARD_ATI_RADEON_XPRESS_200M;
1787         }
1788
1789         /* Radeon R3xx */
1790         if (strstr(gl_renderer, "R300")
1791                 || strstr(gl_renderer, "RV350")
1792                 || strstr(gl_renderer, "RV351")
1793                 || strstr(gl_renderer, "RV360")
1794                 || strstr(gl_renderer, "RV370")
1795                 || strstr(gl_renderer, "R350")
1796                 || strstr(gl_renderer, "R360"))
1797         {
1798             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1799             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1800         }
1801     }
1802
1803     if (WINE_D3D9_CAPABLE(gl_info))
1804     {
1805         /* Radeon R7xx HD4800 - highend */
1806         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1807                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1808                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1809         {
1810             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1811             return CARD_ATI_RADEON_HD4800;
1812         }
1813
1814         /* Radeon R740 HD4700 - midend */
1815         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1816         {
1817             *vidmem = 512;
1818             return CARD_ATI_RADEON_HD4700;
1819         }
1820
1821         /* Radeon R730 HD4600 - midend */
1822         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1823         {
1824             *vidmem = 512;
1825             return CARD_ATI_RADEON_HD4600;
1826         }
1827
1828         /* Radeon R710 HD4500/HD4350 - lowend */
1829         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1830         {
1831             *vidmem = 256;
1832             return CARD_ATI_RADEON_HD4350;
1833         }
1834
1835         /* Radeon R6xx HD2900/HD3800 - highend */
1836         if (strstr(gl_renderer, "(R600")
1837                 || strstr(gl_renderer, "(RV670")
1838                 || strstr(gl_renderer, "(R680"))
1839         {
1840             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1841             return CARD_ATI_RADEON_HD2900;
1842         }
1843
1844         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1845         if (strstr(gl_renderer, "(RV630")
1846                 || strstr(gl_renderer, "(RV635"))
1847         {
1848             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1849             return CARD_ATI_RADEON_HD2600;
1850         }
1851
1852         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1853         if (strstr(gl_renderer, "(RV610")
1854                 || strstr(gl_renderer, "(RV620"))
1855         {
1856             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1857             return CARD_ATI_RADEON_HD2300;
1858         }
1859
1860         /* Radeon R6xx/R7xx integrated */
1861         if (strstr(gl_renderer, "(RS780")
1862                 || strstr(gl_renderer, "(RS880"))
1863         {
1864             *vidmem = 128; /* 128MB */
1865             return CARD_ATI_RADEON_HD3200;
1866         }
1867     }
1868
1869     if (WINE_D3D8_CAPABLE(gl_info))
1870     {
1871         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1872         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1873     }
1874
1875     if (WINE_D3D7_CAPABLE(gl_info))
1876     {
1877         *vidmem = 32; /* There are models with up to 64MB */
1878         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1879     }
1880
1881     *vidmem = 16; /* There are 16-32MB models */
1882     return CARD_ATI_RAGE_128PRO;
1883
1884 }
1885
1886 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1887         const char *gl_renderer, unsigned int *vidmem)
1888 {
1889     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1890     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1891     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1892     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1893     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1894     return CARD_NVIDIA_RIVA_128;
1895 }
1896
1897 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1898         const char *gl_renderer, unsigned int *vidmem)
1899 {
1900     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1901     return CARD_INTEL_I915G;
1902 }
1903
1904
1905 struct vendor_card_selection
1906 {
1907     enum wined3d_gl_vendor gl_vendor;
1908     enum wined3d_pci_vendor card_vendor;
1909     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1910     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1911             unsigned int *vidmem );
1912 };
1913
1914 static const struct vendor_card_selection vendor_card_select_table[] =
1915 {
1916     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1917     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1918     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1919     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1920     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1921     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1922     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1923     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1924 };
1925
1926
1927 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1928         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1929 {
1930     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1931      * different GPUs with roughly the same features. In most cases GPUs from a
1932      * certain family differ in clockspeeds, the amount of video memory and the
1933      * number of shader pipelines.
1934      *
1935      * A Direct3D device object contains the PCI id (vendor + device) of the
1936      * videocard which is used for rendering. Various applications use this
1937      * information to get a rough estimation of the features of the card and
1938      * some might use it for enabling 3d effects only on certain types of
1939      * videocards. In some cases games might even use it to work around bugs
1940      * which happen on certain videocards/driver combinations. The problem is
1941      * that OpenGL only exposes a rendering string containing the name of the
1942      * videocard and not the PCI id.
1943      *
1944      * Various games depend on the PCI id, so somehow we need to provide one.
1945      * A simple option is to parse the renderer string and translate this to
1946      * the right PCI id. This is a lot of work because there are more than 200
1947      * GPUs just for Nvidia. Various cards share the same renderer string, so
1948      * the amount of code might be 'small' but there are quite a number of
1949      * exceptions which would make this a pain to maintain. Another way would
1950      * be to query the PCI id from the operating system (assuming this is the
1951      * videocard which is used for rendering which is not always the case).
1952      * This would work but it is not very portable. Second it would not work
1953      * well in, let's say, a remote X situation in which the amount of 3d
1954      * features which can be used is limited.
1955      *
1956      * As said most games only use the PCI id to get an indication of the
1957      * capabilities of the card. It doesn't really matter if the given id is
1958      * the correct one if we return the id of a card with similar 3d features.
1959      *
1960      * The code below checks the OpenGL capabilities of a videocard and matches
1961      * that to a certain level of Direct3D functionality. Once a card passes
1962      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1963      * least a GeforceFX. To give a better estimate we do a basic check on the
1964      * renderer string but if that won't pass we return a default card. This
1965      * way is better than maintaining a full card database as even without a
1966      * full database we can return a card with similar features. Second the
1967      * size of the database can be made quite small because when you know what
1968      * type of 3d functionality a card has, you know to which GPU family the
1969      * GPU must belong. Because of this you only have to check a small part of
1970      * the renderer string to distinguishes between different models from that
1971      * family.
1972      *
1973      * The code also selects a default amount of video memory which we will
1974      * use for an estimation of the amount of free texture memory. In case of
1975      * real D3D the amount of texture memory includes video memory and system
1976      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1977      * HyperMemory). We don't know how much system memory can be addressed by
1978      * the system but we can make a reasonable estimation about the amount of
1979      * video memory. If the value is slightly wrong it doesn't matter as we
1980      * didn't include AGP-like memory which makes the amount of addressable
1981      * memory higher and second OpenGL isn't that critical it moves to system
1982      * memory behind our backs if really needed. Note that the amount of video
1983      * memory can be overruled using a registry setting. */
1984
1985     int i;
1986
1987     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1988     {
1989         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1990             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1991                 continue;
1992         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1993         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1994     }
1995
1996     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1997                      *gl_vendor, *card_vendor);
1998
1999     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2000      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2001      * them a good generic choice. */
2002     *card_vendor = HW_VENDOR_NVIDIA;
2003     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2004     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2005     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2006     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2007     return CARD_NVIDIA_RIVA_128;
2008 }
2009
2010 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2011 {
2012     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2013     int vs_selected_mode, ps_selected_mode;
2014
2015     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2016     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2017             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2018     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2019     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2020             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2021     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2022     else return &ffp_fragment_pipeline;
2023 }
2024
2025 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2026 {
2027     int vs_selected_mode, ps_selected_mode;
2028
2029     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2030     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2031     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2032     return &none_shader_backend;
2033 }
2034
2035 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2036 {
2037     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2038     int vs_selected_mode, ps_selected_mode;
2039
2040     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2041     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2042             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2043     else return &ffp_blit;
2044 }
2045
2046 /* Context activation is done by the caller. */
2047 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2048 {
2049     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2050     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2051     const char *GL_Extensions    = NULL;
2052     const char *WGL_Extensions   = NULL;
2053     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2054     struct fragment_caps fragment_caps;
2055     enum wined3d_gl_vendor gl_vendor;
2056     enum wined3d_pci_vendor card_vendor;
2057     enum wined3d_pci_device device;
2058     GLint       gl_max;
2059     GLfloat     gl_floatv[2];
2060     unsigned    i;
2061     HDC         hdc;
2062     unsigned int vidmem=0;
2063     DWORD gl_version;
2064     size_t len;
2065
2066     TRACE_(d3d_caps)("(%p)\n", gl_info);
2067
2068     ENTER_GL();
2069
2070     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2071     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2072     if (!gl_renderer_str)
2073     {
2074         LEAVE_GL();
2075         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2076         return FALSE;
2077     }
2078
2079     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2080     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2081     if (!gl_vendor_str)
2082     {
2083         LEAVE_GL();
2084         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2085         return FALSE;
2086     }
2087
2088     /* Parse the GL_VERSION field into major and minor information */
2089     gl_version_str = (const char *)glGetString(GL_VERSION);
2090     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2091     if (!gl_version_str)
2092     {
2093         LEAVE_GL();
2094         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2095         return FALSE;
2096     }
2097     gl_version = wined3d_parse_gl_version(gl_version_str);
2098
2099     /*
2100      * Initialize openGL extension related variables
2101      *  with Default values
2102      */
2103     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2104     gl_info->limits.blends = 1;
2105     gl_info->limits.buffers = 1;
2106     gl_info->limits.textures = 1;
2107     gl_info->limits.fragment_samplers = 1;
2108     gl_info->limits.vertex_samplers = 0;
2109     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2110     gl_info->limits.sampler_stages = 1;
2111     gl_info->limits.glsl_vs_float_constants = 0;
2112     gl_info->limits.glsl_ps_float_constants = 0;
2113     gl_info->limits.arb_vs_float_constants = 0;
2114     gl_info->limits.arb_vs_native_constants = 0;
2115     gl_info->limits.arb_vs_instructions = 0;
2116     gl_info->limits.arb_vs_temps = 0;
2117     gl_info->limits.arb_ps_float_constants = 0;
2118     gl_info->limits.arb_ps_local_constants = 0;
2119     gl_info->limits.arb_ps_instructions = 0;
2120     gl_info->limits.arb_ps_temps = 0;
2121
2122     /* Retrieve opengl defaults */
2123     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2124     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2125     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2126
2127     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2128     gl_info->limits.lights = gl_max;
2129     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2130
2131     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2132     gl_info->limits.texture_size = gl_max;
2133     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2134
2135     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2136     gl_info->limits.pointsize_min = gl_floatv[0];
2137     gl_info->limits.pointsize_max = gl_floatv[1];
2138     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2139
2140     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2141     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2142     if (!GL_Extensions)
2143     {
2144         LEAVE_GL();
2145         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2146         return FALSE;
2147     }
2148
2149     LEAVE_GL();
2150
2151     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2152
2153     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2154
2155     while (*GL_Extensions)
2156     {
2157         const char *start;
2158         char current_ext[256];
2159
2160         while (isspace(*GL_Extensions)) ++GL_Extensions;
2161         start = GL_Extensions;
2162         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2163
2164         len = GL_Extensions - start;
2165         if (!len || len >= sizeof(current_ext)) continue;
2166
2167         memcpy(current_ext, start, len);
2168         current_ext[len] = '\0';
2169         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2170
2171         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2172         {
2173             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2174             {
2175                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2176                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2177                 break;
2178             }
2179         }
2180     }
2181
2182     /* Now work out what GL support this card really has */
2183 #define USE_GL_FUNC(type, pfn, ext, replace) \
2184 { \
2185     DWORD ver = ver_for_ext(ext); \
2186     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2187     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2188     else gl_info->pfn = NULL; \
2189 }
2190     GL_EXT_FUNCS_GEN;
2191 #undef USE_GL_FUNC
2192
2193 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2194     WGL_EXT_FUNCS_GEN;
2195 #undef USE_GL_FUNC
2196
2197     ENTER_GL();
2198
2199     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2200      * loading the functions, otherwise the code above will load the extension entry points instead of the
2201      * core functions, which may not work. */
2202     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2203     {
2204         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2205                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2206         {
2207             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2208             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2209         }
2210     }
2211
2212     if (gl_info->supported[APPLE_FENCE])
2213     {
2214         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2215          * The apple extension interacts with some other apple exts. Disable the NV
2216          * extension if the apple one is support to prevent confusion in other parts
2217          * of the code. */
2218         gl_info->supported[NV_FENCE] = FALSE;
2219     }
2220     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2221     {
2222         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2223          *
2224          * The enums are the same:
2225          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2226          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2227          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2228          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2229          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2230          */
2231         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2232         {
2233             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2234             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2235         }
2236         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2237         {
2238             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2239             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2240         }
2241     }
2242     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2243     {
2244         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2245          * functionality. Prefer the ARB extension */
2246         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2247     }
2248     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2249     {
2250         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2251         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2252     }
2253     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2254     {
2255         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2256         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2257     }
2258     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2259     {
2260         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2261         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2262     }
2263     if (gl_info->supported[NV_TEXTURE_SHADER2])
2264     {
2265         if (gl_info->supported[NV_REGISTER_COMBINERS])
2266         {
2267             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2268              * are supported. The nv extensions provide the same functionality as the
2269              * ATI one, and a bit more(signed pixelformats). */
2270             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2271         }
2272     }
2273
2274     if (gl_info->supported[NV_REGISTER_COMBINERS])
2275     {
2276         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2277         gl_info->limits.general_combiners = gl_max;
2278         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2279     }
2280     if (gl_info->supported[ARB_DRAW_BUFFERS])
2281     {
2282         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2283         gl_info->limits.buffers = gl_max;
2284         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2285     }
2286     if (gl_info->supported[ARB_MULTITEXTURE])
2287     {
2288         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2289         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2290         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2291
2292         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2293         {
2294             GLint tmp;
2295             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2296             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2297         }
2298         else
2299         {
2300             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2301         }
2302         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2303
2304         if (gl_info->supported[ARB_VERTEX_SHADER])
2305         {
2306             GLint tmp;
2307             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2308             gl_info->limits.vertex_samplers = tmp;
2309             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2310             gl_info->limits.combined_samplers = tmp;
2311
2312             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2313              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2314              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2315              * shader is used with fixed function vertex processing we're fine too because fixed function
2316              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2317              * used we have to make sure that all vertex sampler setups are valid together with all
2318              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2319              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2320              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2321              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2322              * a fixed function pipeline anymore.
2323              *
2324              * So this is just a check to check that our assumption holds true. If not, write a warning
2325              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2326             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2327                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2328             {
2329                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2330                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2331                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2332                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2333                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2334                 else
2335                     gl_info->limits.vertex_samplers = 0;
2336             }
2337         }
2338         else
2339         {
2340             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2341         }
2342         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2343         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2344     }
2345     if (gl_info->supported[ARB_VERTEX_BLEND])
2346     {
2347         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2348         gl_info->limits.blends = gl_max;
2349         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2350     }
2351     if (gl_info->supported[EXT_TEXTURE3D])
2352     {
2353         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2354         gl_info->limits.texture3d_size = gl_max;
2355         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2356     }
2357     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2358     {
2359         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2360         gl_info->limits.anisotropy = gl_max;
2361         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2362     }
2363     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2364     {
2365         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2366         gl_info->limits.arb_ps_float_constants = gl_max;
2367         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2368         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2369         gl_info->limits.arb_ps_native_constants = gl_max;
2370         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2371                 gl_info->limits.arb_ps_native_constants);
2372         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2373         gl_info->limits.arb_ps_temps = gl_max;
2374         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2375         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2376         gl_info->limits.arb_ps_instructions = gl_max;
2377         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2378         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2379         gl_info->limits.arb_ps_local_constants = gl_max;
2380         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2381     }
2382     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2383     {
2384         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2385         gl_info->limits.arb_vs_float_constants = gl_max;
2386         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2387         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2388         gl_info->limits.arb_vs_native_constants = gl_max;
2389         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2390                 gl_info->limits.arb_vs_native_constants);
2391         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2392         gl_info->limits.arb_vs_temps = gl_max;
2393         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2394         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2395         gl_info->limits.arb_vs_instructions = gl_max;
2396         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2397
2398         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2399     }
2400     if (gl_info->supported[ARB_VERTEX_SHADER])
2401     {
2402         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2403         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2404         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2405     }
2406     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2407     {
2408         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2409         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2410         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2411         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2412         gl_info->limits.glsl_varyings = gl_max;
2413         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2414     }
2415     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2416     {
2417         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2418         unsigned int major, minor;
2419
2420         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2421
2422         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2423         sscanf(str, "%u.%u", &major, &minor);
2424         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2425     }
2426     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2427     {
2428         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2429     }
2430     else
2431     {
2432         gl_info->limits.shininess = 128.0f;
2433     }
2434     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2435     {
2436         /* If we have full NP2 texture support, disable
2437          * GL_ARB_texture_rectangle because we will never use it.
2438          * This saves a few redundant glDisable calls. */
2439         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2440     }
2441     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2442     {
2443         /* Disable NV_register_combiners and fragment shader if this is supported.
2444          * generally the NV extensions are preferred over the ATI ones, and this
2445          * extension is disabled if register_combiners and texture_shader2 are both
2446          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2447          * fragment processing support. */
2448         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2449         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2450         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2451         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2452     }
2453     if (gl_info->supported[NV_HALF_FLOAT])
2454     {
2455         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2456         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2457     }
2458     if (gl_info->supported[ARB_POINT_SPRITE])
2459     {
2460         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2461     }
2462     else
2463     {
2464         gl_info->limits.point_sprite_units = 0;
2465     }
2466     checkGLcall("extension detection");
2467
2468     LEAVE_GL();
2469
2470     adapter->fragment_pipe = select_fragment_implementation(adapter);
2471     adapter->shader_backend = select_shader_backend(adapter);
2472     adapter->blitter = select_blit_implementation(adapter);
2473
2474     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2475     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2476     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2477
2478     /* In some cases the number of texture stages can be larger than the number
2479      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2480      * shaders), but 8 texture stages (register combiners). */
2481     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2482
2483     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2484     {
2485         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2486         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2487         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2488         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2489         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2490         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2491         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2492         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2493         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2494         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2495         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2496         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2497         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2498         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2499         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2500         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2501         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2502         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2503         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2504     }
2505     else
2506     {
2507         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2508         {
2509             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2510             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2511             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2512             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2513             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2514             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2515             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2516             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2517             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2518             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2519             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2520             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2521             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2522             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2523             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2524             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2525             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2526         }
2527         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2528         {
2529             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2530             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2531         }
2532         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2533         {
2534             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2535         }
2536         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2537         {
2538             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2539         }
2540     }
2541
2542     /* MRTs are currently only supported when FBOs are used. */
2543     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2544     {
2545         gl_info->limits.buffers = 1;
2546     }
2547
2548     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2549     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2550     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2551
2552     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2553     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2554
2555     /* If we have an estimate use it, else default to 64MB;  */
2556     if(vidmem)
2557         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2558     else
2559         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2560
2561     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2562     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2563             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2564     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2565     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2566             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2567     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2568             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2569
2570     /* Make sure there's an active HDC else the WGL extensions will fail */
2571     hdc = pwglGetCurrentDC();
2572     if (hdc) {
2573         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2574         if(GL_EXTCALL(wglGetExtensionsStringARB))
2575             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2576
2577         if (NULL == WGL_Extensions) {
2578             ERR("   WGL_Extensions returns NULL\n");
2579         } else {
2580             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2581             while (*WGL_Extensions != 0x00) {
2582                 const char *Start;
2583                 char ThisExtn[256];
2584
2585                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2586                 Start = WGL_Extensions;
2587                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2588                     WGL_Extensions++;
2589                 }
2590
2591                 len = WGL_Extensions - Start;
2592                 if (len == 0 || len >= sizeof(ThisExtn))
2593                     continue;
2594
2595                 memcpy(ThisExtn, Start, len);
2596                 ThisExtn[len] = '\0';
2597                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2598
2599                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2600                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2601                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2602                 }
2603                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2604                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2605                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2606                 }
2607             }
2608         }
2609     }
2610
2611     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2612     init_driver_info(driver_info, card_vendor, device);
2613     add_gl_compat_wrappers(gl_info);
2614
2615     return TRUE;
2616 }
2617
2618 /**********************************************************
2619  * IWineD3D implementation follows
2620  **********************************************************/
2621
2622 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2623     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2624
2625     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2626
2627     return This->adapter_count;
2628 }
2629
2630 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2631 {
2632     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2633
2634     return WINED3D_OK;
2635 }
2636
2637 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2638     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2639
2640     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2641
2642     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2643         return NULL;
2644     }
2645
2646     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2647 }
2648
2649 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2650      of the same bpp but different resolutions                                  */
2651
2652 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2653 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2654     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2655     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2656
2657     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2658         return 0;
2659     }
2660
2661     /* TODO: Store modes per adapter and read it from the adapter structure */
2662     if (Adapter == 0) { /* Display */
2663         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2664         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2665         unsigned int i = 0;
2666         unsigned int j = 0;
2667         DEVMODEW mode;
2668
2669         memset(&mode, 0, sizeof(mode));
2670         mode.dmSize = sizeof(mode);
2671
2672         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2673         {
2674             ++j;
2675
2676             if (Format == WINED3DFMT_UNKNOWN)
2677             {
2678                 /* This is for D3D8, do not enumerate P8 here */
2679                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2680             }
2681             else if (mode.dmBitsPerPel == format_bits)
2682             {
2683                 ++i;
2684             }
2685         }
2686
2687         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2688         return i;
2689     } else {
2690         FIXME_(d3d_caps)("Adapter not primary display\n");
2691     }
2692     return 0;
2693 }
2694
2695 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2696 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2697     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2698     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2699
2700     /* Validate the parameters as much as possible */
2701     if (NULL == pMode ||
2702         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2703         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2704         return WINED3DERR_INVALIDCALL;
2705     }
2706
2707     /* TODO: Store modes per adapter and read it from the adapter structure */
2708     if (Adapter == 0)
2709     {
2710         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2711         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2712         DEVMODEW DevModeW;
2713         int ModeIdx = 0;
2714         UINT i = 0;
2715         int j = 0;
2716
2717         ZeroMemory(&DevModeW, sizeof(DevModeW));
2718         DevModeW.dmSize = sizeof(DevModeW);
2719
2720         /* If we are filtering to a specific format (D3D9), then need to skip
2721            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2722            just count through the ones with valid bit depths */
2723         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2724         {
2725             if (Format == WINED3DFMT_UNKNOWN)
2726             {
2727                 /* This is for D3D8, do not enumerate P8 here */
2728                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2729             }
2730             else if (DevModeW.dmBitsPerPel == format_bits)
2731             {
2732                 ++i;
2733             }
2734         }
2735
2736         if (i == 0) {
2737             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2738             return WINED3DERR_INVALIDCALL;
2739         }
2740         ModeIdx = j - 1;
2741
2742         /* Now get the display mode via the calculated index */
2743         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2744             pMode->Width        = DevModeW.dmPelsWidth;
2745             pMode->Height       = DevModeW.dmPelsHeight;
2746             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2747             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2748                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2749
2750             if (Format == WINED3DFMT_UNKNOWN) {
2751                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2752             } else {
2753                 pMode->Format = Format;
2754             }
2755         } else {
2756             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2757             return WINED3DERR_INVALIDCALL;
2758         }
2759
2760         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2761                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2762                 DevModeW.dmBitsPerPel);
2763
2764     }
2765     else
2766     {
2767         FIXME_(d3d_caps)("Adapter not primary display\n");
2768     }
2769
2770     return WINED3D_OK;
2771 }
2772
2773 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2774 {
2775     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2776
2777     if (NULL == pMode ||
2778         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2779         return WINED3DERR_INVALIDCALL;
2780     }
2781
2782     if (Adapter == 0) { /* Display */
2783         int bpp = 0;
2784         DEVMODEW DevModeW;
2785
2786         ZeroMemory(&DevModeW, sizeof(DevModeW));
2787         DevModeW.dmSize = sizeof(DevModeW);
2788
2789         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2790         pMode->Width        = DevModeW.dmPelsWidth;
2791         pMode->Height       = DevModeW.dmPelsHeight;
2792         bpp                 = DevModeW.dmBitsPerPel;
2793         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2794         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2795         {
2796             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2797         }
2798
2799         pMode->Format = pixelformat_for_depth(bpp);
2800     } else {
2801         FIXME_(d3d_caps)("Adapter not primary display\n");
2802     }
2803
2804     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2805           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2806     return WINED3D_OK;
2807 }
2808
2809 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2810    and fields being inserted in the middle, a new structure is used in place    */
2811 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2812                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2813     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2814     struct wined3d_adapter *adapter;
2815     size_t len;
2816
2817     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2818
2819     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2820         return WINED3DERR_INVALIDCALL;
2821     }
2822
2823     adapter = &This->adapters[Adapter];
2824
2825     /* Return the information requested */
2826     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2827
2828     if (pIdentifier->driver_size)
2829     {
2830         const char *name = adapter->driver_info.name;
2831         len = min(strlen(name), pIdentifier->driver_size - 1);
2832         memcpy(pIdentifier->driver, name, len);
2833         pIdentifier->driver[len] = '\0';
2834     }
2835
2836     if (pIdentifier->description_size)
2837     {
2838         const char *description = adapter->driver_info.description;
2839         len = min(strlen(description), pIdentifier->description_size - 1);
2840         memcpy(pIdentifier->description, description, len);
2841         pIdentifier->description[len] = '\0';
2842     }
2843
2844     /* Note that d3d8 doesn't supply a device name. */
2845     if (pIdentifier->device_name_size)
2846     {
2847         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2848
2849         len = strlen(device_name);
2850         if (len >= pIdentifier->device_name_size)
2851         {
2852             ERR("Device name size too small.\n");
2853             return WINED3DERR_INVALIDCALL;
2854         }
2855
2856         memcpy(pIdentifier->device_name, device_name, len);
2857         pIdentifier->device_name[len] = '\0';
2858     }
2859
2860     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2861     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2862     pIdentifier->vendor_id = adapter->driver_info.vendor;
2863     pIdentifier->device_id = adapter->driver_info.device;
2864     pIdentifier->subsystem_id = 0;
2865     pIdentifier->revision = 0;
2866     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2867     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2868     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2869     pIdentifier->video_memory = adapter->TextureRam;
2870
2871     return WINED3D_OK;
2872 }
2873
2874 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2875         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2876 {
2877     short redSize, greenSize, blueSize, alphaSize, colorBits;
2878
2879     if(!cfg)
2880         return FALSE;
2881
2882     /* Float formats need FBOs. If FBOs are used this function isn't called */
2883     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2884
2885     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2886         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2887         {
2888             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2889             return FALSE;
2890         }
2891
2892         if(cfg->redSize < redSize)
2893             return FALSE;
2894
2895         if(cfg->greenSize < greenSize)
2896             return FALSE;
2897
2898         if(cfg->blueSize < blueSize)
2899             return FALSE;
2900
2901         if(cfg->alphaSize < alphaSize)
2902             return FALSE;
2903
2904         return TRUE;
2905     }
2906
2907     /* Probably a RGBA_float or color index mode */
2908     return FALSE;
2909 }
2910
2911 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2912         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2913 {
2914     short depthSize, stencilSize;
2915     BOOL lockable = FALSE;
2916
2917     if(!cfg)
2918         return FALSE;
2919
2920     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2921     {
2922         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2923         return FALSE;
2924     }
2925
2926     /* Float formats need FBOs. If FBOs are used this function isn't called */
2927     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2928
2929     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2930         lockable = TRUE;
2931
2932     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2933      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2934      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2935     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2936         return FALSE;
2937
2938     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2939      * allow more stencil bits than requested. */
2940     if(cfg->stencilSize < stencilSize)
2941         return FALSE;
2942
2943     return TRUE;
2944 }
2945
2946 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2947                                                    WINED3DFORMAT AdapterFormat,
2948                                                    WINED3DFORMAT RenderTargetFormat,
2949                                                    WINED3DFORMAT DepthStencilFormat) {
2950     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2951     int nCfgs;
2952     const WineD3D_PixelFormat *cfgs;
2953     const struct wined3d_adapter *adapter;
2954     const struct wined3d_format_desc *rt_format_desc;
2955     const struct wined3d_format_desc *ds_format_desc;
2956     int it;
2957
2958     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2959            This, Adapter,
2960            DeviceType, debug_d3ddevicetype(DeviceType),
2961            AdapterFormat, debug_d3dformat(AdapterFormat),
2962            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2963            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2964
2965     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2966         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2967         return WINED3DERR_INVALIDCALL;
2968     }
2969
2970     adapter = &This->adapters[Adapter];
2971     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2972     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2973     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2974     {
2975         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2976             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2977             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2978             return WINED3D_OK;
2979         }
2980     }
2981     else
2982     {
2983         cfgs = adapter->cfgs;
2984         nCfgs = adapter->nCfgs;
2985         for (it = 0; it < nCfgs; ++it) {
2986             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2987             {
2988                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2989                 {
2990                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2991                     return WINED3D_OK;
2992                 }
2993             }
2994         }
2995     }
2996     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2997
2998     return WINED3DERR_NOTAVAILABLE;
2999 }
3000
3001 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3002         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3003 {
3004     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3005     const struct wined3d_format_desc *glDesc;
3006     const struct wined3d_adapter *adapter;
3007
3008     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3009           This,
3010           Adapter,
3011           DeviceType, debug_d3ddevicetype(DeviceType),
3012           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3013           Windowed,
3014           MultiSampleType,
3015           pQualityLevels);
3016
3017     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3018         return WINED3DERR_INVALIDCALL;
3019     }
3020
3021     /* TODO: handle Windowed, add more quality levels */
3022
3023     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3024         if(pQualityLevels) *pQualityLevels = 1;
3025         return WINED3D_OK;
3026     }
3027
3028     /* By default multisampling is disabled right now as it causes issues
3029      * on some Nvidia driver versions and it doesn't work well in combination
3030      * with FBOs yet. */
3031     if(!wined3d_settings.allow_multisampling)
3032         return WINED3DERR_NOTAVAILABLE;
3033
3034     adapter = &This->adapters[Adapter];
3035     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3036     if (!glDesc) return WINED3DERR_INVALIDCALL;
3037
3038     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3039         int i, nCfgs;
3040         const WineD3D_PixelFormat *cfgs;
3041
3042         cfgs = adapter->cfgs;
3043         nCfgs = adapter->nCfgs;
3044         for(i=0; i<nCfgs; i++) {
3045             if(cfgs[i].numSamples != MultiSampleType)
3046                 continue;
3047
3048             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3049                 continue;
3050
3051             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3052
3053             if(pQualityLevels)
3054                 *pQualityLevels = 1; /* Guess at a value! */
3055             return WINED3D_OK;
3056         }
3057     }
3058     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3059         short redSize, greenSize, blueSize, alphaSize, colorBits;
3060         int i, nCfgs;
3061         const WineD3D_PixelFormat *cfgs;
3062
3063         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3064         {
3065             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3066             return WINED3DERR_NOTAVAILABLE;
3067         }
3068
3069         cfgs = adapter->cfgs;
3070         nCfgs = adapter->nCfgs;
3071         for(i=0; i<nCfgs; i++) {
3072             if(cfgs[i].numSamples != MultiSampleType)
3073                 continue;
3074             if(cfgs[i].redSize != redSize)
3075                 continue;
3076             if(cfgs[i].greenSize != greenSize)
3077                 continue;
3078             if(cfgs[i].blueSize != blueSize)
3079                 continue;
3080             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3081             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3082                 continue;
3083             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3084                 continue;
3085
3086             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3087
3088             if(pQualityLevels)
3089                 *pQualityLevels = 1; /* Guess at a value! */
3090             return WINED3D_OK;
3091         }
3092     }
3093     return WINED3DERR_NOTAVAILABLE;
3094 }
3095
3096 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3097         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3098 {
3099     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3100     UINT nmodes;
3101
3102     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3103             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3104             debug_d3dformat(BackBufferFormat), Windowed);
3105
3106     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3107         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3108         return WINED3DERR_INVALIDCALL;
3109     }
3110
3111     /* The task of this function is to check whether a certain display / backbuffer format
3112      * combination is available on the given adapter. In fullscreen mode microsoft specified
3113      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3114      * and display format should match exactly.
3115      * In windowed mode format conversion can occur and this depends on the driver. When format
3116      * conversion is done, this function should nevertheless fail and applications need to use
3117      * CheckDeviceFormatConversion.
3118      * At the moment we assume that fullscreen and windowed have the same capabilities */
3119
3120     /* There are only 4 display formats */
3121     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3122             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3123             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3124             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3125     {
3126         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3127         return WINED3DERR_NOTAVAILABLE;
3128     }
3129
3130     /* If the requested DisplayFormat is not available, don't continue */
3131     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3132     if(!nmodes) {
3133         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3134         return WINED3DERR_NOTAVAILABLE;
3135     }
3136
3137     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3138     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3139         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3140         return WINED3DERR_NOTAVAILABLE;
3141     }
3142
3143     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3144     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3145     {
3146         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3147         return WINED3DERR_NOTAVAILABLE;
3148     }
3149
3150     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3151     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3152             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3153     {
3154         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3155         return WINED3DERR_NOTAVAILABLE;
3156     }
3157
3158     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3159     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3160             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3161     {
3162         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3163         return WINED3DERR_NOTAVAILABLE;
3164     }
3165
3166     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3167     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3168             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3169     {
3170         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3171         return WINED3DERR_NOTAVAILABLE;
3172     }
3173
3174     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3175     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3176     if(FAILED(hr))
3177         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3178
3179     return hr;
3180 }
3181
3182
3183 /* Check if we support bumpmapping for a format */
3184 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3185         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3186 {
3187     switch(format_desc->format)
3188     {
3189         case WINED3DFMT_R8G8_SNORM:
3190         case WINED3DFMT_R16G16_SNORM:
3191         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3192         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3193         case WINED3DFMT_R8G8B8A8_SNORM:
3194             /* Ask the fixed function pipeline implementation if it can deal
3195              * with the conversion. If we've got a GL extension giving native
3196              * support this will be an identity conversion. */
3197             if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3198             {
3199                 TRACE_(d3d_caps)("[OK]\n");
3200                 return TRUE;
3201             }
3202             TRACE_(d3d_caps)("[FAILED]\n");
3203             return FALSE;
3204
3205         default:
3206             TRACE_(d3d_caps)("[FAILED]\n");
3207             return FALSE;
3208     }
3209 }
3210
3211 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3212 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3213         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3214 {
3215     int it=0;
3216
3217     /* Only allow depth/stencil formats */
3218     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3219
3220     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3221     {
3222         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3223         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3224     }
3225     else
3226     {
3227         /* Walk through all WGL pixel formats to find a match */
3228         for (it = 0; it < adapter->nCfgs; ++it)
3229         {
3230             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3231             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3232             {
3233                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3234                 {
3235                     return TRUE;
3236                 }
3237             }
3238         }
3239     }
3240
3241     return FALSE;
3242 }
3243
3244 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3245 {
3246     /* The flags entry of a format contains the filtering capability */
3247     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3248
3249     return FALSE;
3250 }
3251
3252 /* Check the render target capabilities of a format */
3253 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3254         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3255 {
3256     /* Filter out non-RT formats */
3257     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3258     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3259         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3260         int it;
3261         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3262         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3263
3264         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3265         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3266
3267         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3268          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3269         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3270             TRACE_(d3d_caps)("[FAILED]\n");
3271             return FALSE;
3272         }
3273
3274         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3275          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3276         for (it = 0; it < adapter->nCfgs; ++it)
3277         {
3278             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3279                     &cfgs[it], check_format_desc))
3280             {
3281                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3282                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3283                 return TRUE;
3284             }
3285         }
3286     }
3287     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3288     {
3289         /* For now return TRUE for FBOs until we have some proper checks.
3290          * Note that this function will only be called when the format is around for texturing. */
3291         return TRUE;
3292     }
3293     return FALSE;
3294 }
3295
3296 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3297 {
3298     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3299
3300     /* Check for supported sRGB formats (Texture loading and framebuffer) */
3301     if (!gl_info->supported[EXT_TEXTURE_SRGB])
3302     {
3303         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3304         return FALSE;
3305     }
3306
3307     switch (format_desc->format)
3308     {
3309         case WINED3DFMT_B8G8R8A8_UNORM:
3310         case WINED3DFMT_B8G8R8X8_UNORM:
3311         case WINED3DFMT_B4G4R4A4_UNORM:
3312         case WINED3DFMT_L8_UNORM:
3313         case WINED3DFMT_L8A8_UNORM:
3314         case WINED3DFMT_DXT1:
3315         case WINED3DFMT_DXT2:
3316         case WINED3DFMT_DXT3:
3317         case WINED3DFMT_DXT4:
3318         case WINED3DFMT_DXT5:
3319             TRACE_(d3d_caps)("[OK]\n");
3320             return TRUE;
3321
3322         default:
3323             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3324             return FALSE;
3325     }
3326     return FALSE;
3327 }
3328
3329 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3330         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3331 {
3332     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3333      * doing the color fixup in shaders.
3334      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3335     if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3336     {
3337         int vs_selected_mode;
3338         int ps_selected_mode;
3339         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3340
3341         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3342             TRACE_(d3d_caps)("[OK]\n");
3343             return TRUE;
3344         }
3345     }
3346
3347     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3348     return FALSE;
3349 }
3350
3351 /* Check if a format support blending in combination with pixel shaders */
3352 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3353         const struct wined3d_format_desc *format_desc)
3354 {
3355     /* The flags entry of a format contains the post pixel shader blending capability */
3356     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3357
3358     return FALSE;
3359 }
3360
3361 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3362 {
3363     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3364      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3365      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3366      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3367      * capability anyway.
3368      *
3369      * For now lets report this on all formats, but in the future we may want to
3370      * restrict it to some should games need that
3371      */
3372     return TRUE;
3373 }
3374
3375 /* Check if a texture format is supported on the given adapter */
3376 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3377         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3378 {
3379     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3380
3381     switch (format_desc->format)
3382     {
3383         /*****
3384          *  supported: RGB(A) formats
3385          */
3386         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3387         case WINED3DFMT_B8G8R8A8_UNORM:
3388         case WINED3DFMT_B8G8R8X8_UNORM:
3389         case WINED3DFMT_B5G6R5_UNORM:
3390         case WINED3DFMT_B5G5R5X1_UNORM:
3391         case WINED3DFMT_B5G5R5A1_UNORM:
3392         case WINED3DFMT_B4G4R4A4_UNORM:
3393         case WINED3DFMT_A8_UNORM:
3394         case WINED3DFMT_B4G4R4X4_UNORM:
3395         case WINED3DFMT_R8G8B8A8_UNORM:
3396         case WINED3DFMT_R8G8B8X8_UNORM:
3397         case WINED3DFMT_B10G10R10A2_UNORM:
3398         case WINED3DFMT_R10G10B10A2_UNORM:
3399         case WINED3DFMT_R16G16_UNORM:
3400             TRACE_(d3d_caps)("[OK]\n");
3401             return TRUE;
3402
3403         case WINED3DFMT_B2G3R3_UNORM:
3404             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3405             return FALSE;
3406
3407         /*****
3408          *  Not supported: Palettized
3409          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3410          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3411          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3412          */
3413         case WINED3DFMT_P8_UINT:
3414         case WINED3DFMT_P8_UINT_A8_UNORM:
3415             return FALSE;
3416
3417         /*****
3418          *  Supported: (Alpha)-Luminance
3419          */
3420         case WINED3DFMT_L8_UNORM:
3421         case WINED3DFMT_L8A8_UNORM:
3422         case WINED3DFMT_L16_UNORM:
3423             TRACE_(d3d_caps)("[OK]\n");
3424             return TRUE;
3425
3426         /* Not supported on Windows, thus disabled */
3427         case WINED3DFMT_L4A4_UNORM:
3428             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3429             return FALSE;
3430
3431         /*****
3432          *  Supported: Depth/Stencil formats
3433          */
3434         case WINED3DFMT_D16_LOCKABLE:
3435         case WINED3DFMT_D16_UNORM:
3436         case WINED3DFMT_S1_UINT_D15_UNORM:
3437         case WINED3DFMT_X8D24_UNORM:
3438         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3439         case WINED3DFMT_D24_UNORM_S8_UINT:
3440         case WINED3DFMT_S8_UINT_D24_FLOAT:
3441         case WINED3DFMT_D32_UNORM:
3442         case WINED3DFMT_D32_FLOAT:
3443             return TRUE;
3444
3445         /*****
3446          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3447          *  GL_NV_texture_shader). Emulated by shaders
3448          */
3449         case WINED3DFMT_R8G8_SNORM:
3450         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3451         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3452         case WINED3DFMT_R8G8B8A8_SNORM:
3453         case WINED3DFMT_R16G16_SNORM:
3454             /* Ask the shader backend if it can deal with the conversion. If
3455              * we've got a GL extension giving native support this will be an
3456              * identity conversion. */
3457             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3458             {
3459                 TRACE_(d3d_caps)("[OK]\n");
3460                 return TRUE;
3461             }
3462             TRACE_(d3d_caps)("[FAILED]\n");
3463             return FALSE;
3464
3465         case WINED3DFMT_DXT1:
3466         case WINED3DFMT_DXT2:
3467         case WINED3DFMT_DXT3:
3468         case WINED3DFMT_DXT4:
3469         case WINED3DFMT_DXT5:
3470             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3471             {
3472                 TRACE_(d3d_caps)("[OK]\n");
3473                 return TRUE;
3474             }
3475             TRACE_(d3d_caps)("[FAILED]\n");
3476             return FALSE;
3477
3478
3479         /*****
3480          *  Odd formats - not supported
3481          */
3482         case WINED3DFMT_VERTEXDATA:
3483         case WINED3DFMT_R16_UINT:
3484         case WINED3DFMT_R32_UINT:
3485         case WINED3DFMT_R16G16B16A16_SNORM:
3486         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3487         case WINED3DFMT_R10G11B11_SNORM:
3488             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3489             return FALSE;
3490
3491         /*****
3492          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3493          */
3494         case WINED3DFMT_R8G8_SNORM_Cx:
3495             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3496             return FALSE;
3497
3498         /* YUV formats */
3499         case WINED3DFMT_UYVY:
3500         case WINED3DFMT_YUY2:
3501             if (gl_info->supported[APPLE_YCBCR_422])
3502             {
3503                 TRACE_(d3d_caps)("[OK]\n");
3504                 return TRUE;
3505             }
3506             TRACE_(d3d_caps)("[FAILED]\n");
3507             return FALSE;
3508         case WINED3DFMT_YV12:
3509             TRACE_(d3d_caps)("[FAILED]\n");
3510             return FALSE;
3511
3512             /* Not supported */
3513         case WINED3DFMT_R16G16B16A16_UNORM:
3514         case WINED3DFMT_B2G3R3A8_UNORM:
3515             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3516             return FALSE;
3517
3518             /* Floating point formats */
3519         case WINED3DFMT_R16_FLOAT:
3520         case WINED3DFMT_R16G16_FLOAT:
3521         case WINED3DFMT_R16G16B16A16_FLOAT:
3522             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3523             {
3524                 TRACE_(d3d_caps)("[OK]\n");
3525                 return TRUE;
3526             }
3527             TRACE_(d3d_caps)("[FAILED]\n");
3528             return FALSE;
3529
3530         case WINED3DFMT_R32_FLOAT:
3531         case WINED3DFMT_R32G32_FLOAT:
3532         case WINED3DFMT_R32G32B32A32_FLOAT:
3533             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3534             {
3535                 TRACE_(d3d_caps)("[OK]\n");
3536                 return TRUE;
3537             }
3538             TRACE_(d3d_caps)("[FAILED]\n");
3539             return FALSE;
3540
3541         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3542          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3543          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3544          * We can do instancing with all shader versions, but we need vertex shaders.
3545          *
3546          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3547          * to enable instancing. WineD3D doesn't need that and just ignores it.
3548          *
3549          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3550          */
3551         case WINED3DFMT_INST:
3552             TRACE("ATI Instancing check hack\n");
3553             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3554             {
3555                 TRACE_(d3d_caps)("[OK]\n");
3556                 return TRUE;
3557             }
3558             TRACE_(d3d_caps)("[FAILED]\n");
3559             return FALSE;
3560
3561         /* Some weird FOURCC formats */
3562         case WINED3DFMT_R8G8_B8G8:
3563         case WINED3DFMT_G8R8_G8B8:
3564         case WINED3DFMT_MULTI2_ARGB8:
3565             TRACE_(d3d_caps)("[FAILED]\n");
3566             return FALSE;
3567
3568         /* Vendor specific formats */
3569         case WINED3DFMT_ATI2N:
3570             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3571                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3572             {
3573                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3574                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3575                 {
3576                     TRACE_(d3d_caps)("[OK]\n");
3577                     return TRUE;
3578                 }
3579
3580                 TRACE_(d3d_caps)("[OK]\n");
3581                 return TRUE;
3582             }
3583             TRACE_(d3d_caps)("[FAILED]\n");
3584             return FALSE;
3585
3586         case WINED3DFMT_NVHU:
3587         case WINED3DFMT_NVHS:
3588             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3589              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3590              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3591              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3592              * Applications have to deal with not having NVHS and NVHU.
3593              */
3594             TRACE_(d3d_caps)("[FAILED]\n");
3595             return FALSE;
3596
3597         case WINED3DFMT_UNKNOWN:
3598             return FALSE;
3599
3600         default:
3601             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3602             break;
3603     }
3604     return FALSE;
3605 }
3606
3607 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3608         const struct wined3d_format_desc *adapter_format_desc,
3609         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3610         WINED3DSURFTYPE SurfaceType)
3611 {
3612     if(SurfaceType == SURFACE_GDI) {
3613         switch(check_format_desc->format)
3614         {
3615             case WINED3DFMT_B8G8R8_UNORM:
3616             case WINED3DFMT_B8G8R8A8_UNORM:
3617             case WINED3DFMT_B8G8R8X8_UNORM:
3618             case WINED3DFMT_B5G6R5_UNORM:
3619             case WINED3DFMT_B5G5R5X1_UNORM:
3620             case WINED3DFMT_B5G5R5A1_UNORM:
3621             case WINED3DFMT_B4G4R4A4_UNORM:
3622             case WINED3DFMT_B2G3R3_UNORM:
3623             case WINED3DFMT_A8_UNORM:
3624             case WINED3DFMT_B2G3R3A8_UNORM:
3625             case WINED3DFMT_B4G4R4X4_UNORM:
3626             case WINED3DFMT_R10G10B10A2_UNORM:
3627             case WINED3DFMT_R8G8B8A8_UNORM:
3628             case WINED3DFMT_R8G8B8X8_UNORM:
3629             case WINED3DFMT_R16G16_UNORM:
3630             case WINED3DFMT_B10G10R10A2_UNORM:
3631             case WINED3DFMT_R16G16B16A16_UNORM:
3632             case WINED3DFMT_P8_UINT:
3633                 TRACE_(d3d_caps)("[OK]\n");
3634                 return TRUE;
3635             default:
3636                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3637                 return FALSE;
3638         }
3639     }
3640
3641     /* All format that are supported for textures are supported for surfaces as well */
3642     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3643     /* All depth stencil formats are supported on surfaces */
3644     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3645
3646     /* If opengl can't process the format natively, the blitter may be able to convert it */
3647     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3648                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3649                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3650     {
3651         TRACE_(d3d_caps)("[OK]\n");
3652         return TRUE;
3653     }
3654
3655     /* Reject other formats */
3656     TRACE_(d3d_caps)("[FAILED]\n");
3657     return FALSE;
3658 }
3659
3660 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3661         const struct wined3d_format_desc *format_desc)
3662 {
3663     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3664
3665     if (!gl_info->limits.vertex_samplers)
3666     {
3667         TRACE_(d3d_caps)("[FAILED]\n");
3668         return FALSE;
3669     }
3670
3671     switch (format_desc->format)
3672     {
3673         case WINED3DFMT_R32G32B32A32_FLOAT:
3674             if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3675             {
3676                 TRACE_(d3d_caps)("[FAILED]\n");
3677                 return FALSE;
3678             }
3679             TRACE_(d3d_caps)("[OK]\n");
3680             return TRUE;
3681
3682         default:
3683             TRACE_(d3d_caps)("[FAILED]\n");
3684             return FALSE;
3685     }
3686     return FALSE;
3687 }
3688
3689 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3690         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3691         WINED3DSURFTYPE SurfaceType)
3692 {
3693     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3694     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3695     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3696     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3697     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3698     DWORD UsageCaps = 0;
3699
3700     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3701           This,
3702           Adapter,
3703           DeviceType, debug_d3ddevicetype(DeviceType),
3704           AdapterFormat, debug_d3dformat(AdapterFormat),
3705           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3706           RType, debug_d3dresourcetype(RType),
3707           CheckFormat, debug_d3dformat(CheckFormat));
3708
3709     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3710         return WINED3DERR_INVALIDCALL;
3711     }
3712
3713     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3714
3715         if(SurfaceType != SURFACE_OPENGL) {
3716             TRACE("[FAILED]\n");
3717             return WINED3DERR_NOTAVAILABLE;
3718         }
3719
3720         /* Cubetexture allows:
3721          *                    - D3DUSAGE_AUTOGENMIPMAP
3722          *                    - D3DUSAGE_DEPTHSTENCIL
3723          *                    - D3DUSAGE_DYNAMIC
3724          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3725          *                    - D3DUSAGE_RENDERTARGET
3726          *                    - D3DUSAGE_SOFTWAREPROCESSING
3727          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3728          */
3729         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3730         {
3731             /* Check if the texture format is around */
3732             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3733             {
3734                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3735                     /* Check for automatic mipmap generation support */
3736                     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3737                     {
3738                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3739                     } else {
3740                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3741                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3742                     }
3743                 }
3744
3745                 /* Always report dynamic locking */
3746                 if(Usage & WINED3DUSAGE_DYNAMIC)
3747                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3748
3749                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3750                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3751                     {
3752                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3753                     } else {
3754                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3755                         return WINED3DERR_NOTAVAILABLE;
3756                     }
3757                 }
3758
3759                 /* Always report software processing */
3760                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3761                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3762
3763                 /* Check QUERY_FILTER support */
3764                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3765                     if (CheckFilterCapability(adapter, format_desc))
3766                     {
3767                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3768                     } else {
3769                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3770                         return WINED3DERR_NOTAVAILABLE;
3771                     }
3772                 }
3773
3774                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3775                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3776                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3777                     {
3778                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3779                     } else {
3780                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3781                         return WINED3DERR_NOTAVAILABLE;
3782                     }
3783                 }
3784
3785                 /* Check QUERY_SRGBREAD support */
3786                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3787                     if (CheckSrgbReadCapability(adapter, format_desc))
3788                     {
3789                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3790                     } else {
3791                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3792                         return WINED3DERR_NOTAVAILABLE;
3793                     }
3794                 }
3795
3796                 /* Check QUERY_SRGBWRITE support */
3797                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3798                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3799                     {
3800                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3801                     } else {
3802                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3803                         return WINED3DERR_NOTAVAILABLE;
3804                     }
3805                 }
3806
3807                 /* Check QUERY_VERTEXTEXTURE support */
3808                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3809                     if (CheckVertexTextureCapability(adapter, format_desc))
3810                     {
3811                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3812                     } else {
3813                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3814                         return WINED3DERR_NOTAVAILABLE;
3815                     }
3816                 }
3817
3818                 /* Check QUERY_WRAPANDMIP support */
3819                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3820                     if (CheckWrapAndMipCapability(adapter, format_desc))
3821                     {
3822                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3823                     } else {
3824                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3825                         return WINED3DERR_NOTAVAILABLE;
3826                     }
3827                 }
3828             } else {
3829                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3830                 return WINED3DERR_NOTAVAILABLE;
3831             }
3832         } else {
3833             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3834             return WINED3DERR_NOTAVAILABLE;
3835         }
3836     } else if(RType == WINED3DRTYPE_SURFACE) {
3837         /* Surface allows:
3838          *                - D3DUSAGE_DEPTHSTENCIL
3839          *                - D3DUSAGE_NONSECURE (d3d9ex)
3840          *                - D3DUSAGE_RENDERTARGET
3841          */
3842
3843         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3844         {
3845             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3846                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3847                 {
3848                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3849                 } else {
3850                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3851                     return WINED3DERR_NOTAVAILABLE;
3852                 }
3853             }
3854
3855             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3856                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3857                 {
3858                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3859                 } else {
3860                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3861                     return WINED3DERR_NOTAVAILABLE;
3862                 }
3863             }
3864
3865             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3866             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3867                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3868                 {
3869                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3870                 } else {
3871                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3872                     return WINED3DERR_NOTAVAILABLE;
3873                 }
3874             }
3875         } else {
3876             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3877             return WINED3DERR_NOTAVAILABLE;
3878         }
3879
3880     } else if(RType == WINED3DRTYPE_TEXTURE) {
3881         /* Texture allows:
3882          *                - D3DUSAGE_AUTOGENMIPMAP
3883          *                - D3DUSAGE_DEPTHSTENCIL
3884          *                - D3DUSAGE_DMAP
3885          *                - D3DUSAGE_DYNAMIC
3886          *                - D3DUSAGE_NONSECURE (d3d9ex)
3887          *                - D3DUSAGE_RENDERTARGET
3888          *                - D3DUSAGE_SOFTWAREPROCESSING
3889          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3890          *                - D3DUSAGE_QUERY_WRAPANDMIP
3891          */
3892
3893         if(SurfaceType != SURFACE_OPENGL) {
3894             TRACE("[FAILED]\n");
3895             return WINED3DERR_NOTAVAILABLE;
3896         }
3897
3898         /* Check if the texture format is around */
3899         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3900         {
3901             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3902                 /* Check for automatic mipmap generation support */
3903                 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3904                 {
3905                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3906                 } else {
3907                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3908                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3909                 }
3910             }
3911
3912             /* Always report dynamic locking */
3913             if(Usage & WINED3DUSAGE_DYNAMIC)
3914                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3915
3916             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3917                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3918                 {
3919                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3920                 } else {
3921                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3922                      return WINED3DERR_NOTAVAILABLE;
3923                  }
3924             }
3925
3926             /* Always report software processing */
3927             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3928                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3929
3930             /* Check QUERY_FILTER support */
3931             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3932                 if (CheckFilterCapability(adapter, format_desc))
3933                 {
3934                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3935                 } else {
3936                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3937                     return WINED3DERR_NOTAVAILABLE;
3938                 }
3939             }
3940
3941             /* Check QUERY_LEGACYBUMPMAP support */
3942             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3943                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3944                 {
3945                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3946                 } else {
3947                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3948                     return WINED3DERR_NOTAVAILABLE;
3949                 }
3950             }
3951
3952             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3953             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3954                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3955                 {
3956                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3957                 } else {
3958                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3959                     return WINED3DERR_NOTAVAILABLE;
3960                 }
3961             }
3962
3963             /* Check QUERY_SRGBREAD support */
3964             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3965                 if (CheckSrgbReadCapability(adapter, format_desc))
3966                 {
3967                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3968                 } else {
3969                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3970                     return WINED3DERR_NOTAVAILABLE;
3971                 }
3972             }
3973
3974             /* Check QUERY_SRGBWRITE support */
3975             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3976                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3977                 {
3978                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3979                 } else {
3980                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3981                     return WINED3DERR_NOTAVAILABLE;
3982                 }
3983             }
3984
3985             /* Check QUERY_VERTEXTEXTURE support */
3986             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3987                 if (CheckVertexTextureCapability(adapter, format_desc))
3988                 {
3989                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3990                 } else {
3991                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3992                     return WINED3DERR_NOTAVAILABLE;
3993                 }
3994             }
3995
3996             /* Check QUERY_WRAPANDMIP support */
3997             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3998                 if (CheckWrapAndMipCapability(adapter, format_desc))
3999                 {
4000                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4001                 } else {
4002                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4003                     return WINED3DERR_NOTAVAILABLE;
4004                 }
4005             }
4006
4007             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4008                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4009                 {
4010                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4011                 } else {
4012                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4013                     return WINED3DERR_NOTAVAILABLE;
4014                 }
4015             }
4016         } else {
4017             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4018             return WINED3DERR_NOTAVAILABLE;
4019         }
4020     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4021         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4022          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4023          *
4024          * Volumetexture allows:
4025          *                      - D3DUSAGE_DYNAMIC
4026          *                      - D3DUSAGE_NONSECURE (d3d9ex)
4027          *                      - D3DUSAGE_SOFTWAREPROCESSING
4028          *                      - D3DUSAGE_QUERY_WRAPANDMIP
4029          */
4030
4031         if(SurfaceType != SURFACE_OPENGL) {
4032             TRACE("[FAILED]\n");
4033             return WINED3DERR_NOTAVAILABLE;
4034         }
4035
4036         /* Check volume texture and volume usage caps */
4037         if (gl_info->supported[EXT_TEXTURE3D])
4038         {
4039             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4040             {
4041                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4042                 return WINED3DERR_NOTAVAILABLE;
4043             }
4044
4045             /* Always report dynamic locking */
4046             if(Usage & WINED3DUSAGE_DYNAMIC)
4047                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4048
4049             /* Always report software processing */
4050             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4051                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4052
4053             /* Check QUERY_FILTER support */
4054             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4055                 if (CheckFilterCapability(adapter, format_desc))
4056                 {
4057                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4058                 } else {
4059                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4060                     return WINED3DERR_NOTAVAILABLE;
4061                 }
4062             }
4063
4064             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4065             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4066                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4067                 {
4068                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4069                 } else {
4070                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4071                     return WINED3DERR_NOTAVAILABLE;
4072                 }
4073             }
4074
4075             /* Check QUERY_SRGBREAD support */
4076             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4077                 if (CheckSrgbReadCapability(adapter, format_desc))
4078                 {
4079                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4080                 } else {
4081                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4082                     return WINED3DERR_NOTAVAILABLE;
4083                 }
4084             }
4085
4086             /* Check QUERY_SRGBWRITE support */
4087             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4088                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4089                 {
4090                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4091                 } else {
4092                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4093                     return WINED3DERR_NOTAVAILABLE;
4094                 }
4095             }
4096
4097             /* Check QUERY_VERTEXTEXTURE support */
4098             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4099                 if (CheckVertexTextureCapability(adapter, format_desc))
4100                 {
4101                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4102                 } else {
4103                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4104                     return WINED3DERR_NOTAVAILABLE;
4105                 }
4106             }
4107
4108             /* Check QUERY_WRAPANDMIP support */
4109             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4110                 if (CheckWrapAndMipCapability(adapter, format_desc))
4111                 {
4112                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4113                 } else {
4114                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4115                     return WINED3DERR_NOTAVAILABLE;
4116                 }
4117             }
4118         } else {
4119             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4120             return WINED3DERR_NOTAVAILABLE;
4121         }
4122
4123         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4124          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4125          * app needing one of those formats, don't advertize them to avoid leading apps into
4126          * temptation. The windows drivers don't support most of those formats on volumes anyway,
4127          * except of R32F.
4128          */
4129         switch(CheckFormat) {
4130             case WINED3DFMT_P8_UINT:
4131             case WINED3DFMT_L4A4_UNORM:
4132             case WINED3DFMT_R32_FLOAT:
4133             case WINED3DFMT_R16_FLOAT:
4134             case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4135             case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4136             case WINED3DFMT_R16G16_UNORM:
4137                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4138                 return WINED3DERR_NOTAVAILABLE;
4139
4140             case WINED3DFMT_R8G8B8A8_SNORM:
4141             case WINED3DFMT_R16G16_SNORM:
4142             if (!gl_info->supported[NV_TEXTURE_SHADER])
4143             {
4144                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4145                 return WINED3DERR_NOTAVAILABLE;
4146             }
4147             break;
4148
4149             case WINED3DFMT_R8G8_SNORM:
4150             if (!gl_info->supported[NV_TEXTURE_SHADER])
4151             {
4152                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4153                 return WINED3DERR_NOTAVAILABLE;
4154             }
4155             break;
4156
4157             case WINED3DFMT_DXT1:
4158             case WINED3DFMT_DXT2:
4159             case WINED3DFMT_DXT3:
4160             case WINED3DFMT_DXT4:
4161             case WINED3DFMT_DXT5:
4162                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4163                  * compressed texture results in an error. While the D3D refrast does
4164                  * support s3tc volumes, at least the nvidia windows driver does not, so
4165                  * we're free not to support this format.
4166                  */
4167                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4168                 return WINED3DERR_NOTAVAILABLE;
4169
4170             default:
4171                 /* Do nothing, continue with checking the format below */
4172                 break;
4173         }
4174     } else if(RType == WINED3DRTYPE_BUFFER){
4175         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4176         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4177         return WINED3DERR_NOTAVAILABLE;
4178     }
4179
4180     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4181      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4182      * usage flags match. */
4183     if(UsageCaps == Usage) {
4184         return WINED3D_OK;
4185     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4186         return WINED3DOK_NOAUTOGEN;
4187     } else {
4188         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4189         return WINED3DERR_NOTAVAILABLE;
4190     }
4191 }
4192
4193 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4194         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4195 {
4196     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4197             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4198             debug_d3dformat(dst_format));
4199
4200     return WINED3D_OK;
4201 }
4202
4203 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4204       subset of a D3DCAPS9 structure. However, it has to come via a void *
4205       as the d3d8 interface cannot import the d3d9 header                  */
4206 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4207
4208     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4209     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4210     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4211     int vs_selected_mode;
4212     int ps_selected_mode;
4213     struct shader_caps shader_caps;
4214     struct fragment_caps fragment_caps;
4215     DWORD ckey_caps, blit_caps, fx_caps;
4216
4217     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4218
4219     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4220         return WINED3DERR_INVALIDCALL;
4221     }
4222
4223     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4224
4225     /* ------------------------------------------------
4226        The following fields apply to both d3d8 and d3d9
4227        ------------------------------------------------ */
4228     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4229     pCaps->AdapterOrdinal          = Adapter;
4230
4231     pCaps->Caps                    = 0;
4232     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4233                                      WINED3DCAPS2_FULLSCREENGAMMA |
4234                                      WINED3DCAPS2_DYNAMICTEXTURES;
4235     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4236     {
4237         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4238     }
4239
4240     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4241                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4242                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4243
4244     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4245                                      WINED3DPRESENT_INTERVAL_ONE;
4246
4247     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4248                                      WINED3DCURSORCAPS_LOWRES;
4249
4250     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4251                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4252                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4253                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4254                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4255                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4256                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4257                                      WINED3DDEVCAPS_PUREDEVICE          |
4258                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4259                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4260                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4261                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4262                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4263                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4264                                      WINED3DDEVCAPS_RTPATCHES;
4265
4266     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4267                                      WINED3DPMISCCAPS_CULLCCW               |
4268                                      WINED3DPMISCCAPS_CULLCW                |
4269                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4270                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4271                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4272                                      WINED3DPMISCCAPS_MASKZ                 |
4273                                      WINED3DPMISCCAPS_BLENDOP               |
4274                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4275                                     /* TODO:
4276                                         WINED3DPMISCCAPS_NULLREFERENCE
4277                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4278                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4279                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4280
4281     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4282         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4283     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4284         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4285
4286     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4287                                      WINED3DPRASTERCAPS_PAT       |
4288                                      WINED3DPRASTERCAPS_WFOG      |
4289                                      WINED3DPRASTERCAPS_ZFOG      |
4290                                      WINED3DPRASTERCAPS_FOGVERTEX |
4291                                      WINED3DPRASTERCAPS_FOGTABLE  |
4292                                      WINED3DPRASTERCAPS_STIPPLE   |
4293                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4294                                      WINED3DPRASTERCAPS_ZTEST     |
4295                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4296                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4297                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4298
4299     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4300     {
4301         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4302                              WINED3DPRASTERCAPS_ZBIAS         |
4303                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4304     }
4305     if (gl_info->supported[NV_FOG_DISTANCE])
4306     {
4307         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4308     }
4309                         /* FIXME Add:
4310                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4311                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4312                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4313                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4314                            WINED3DPRASTERCAPS_WBUFFER */
4315
4316     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4317                       WINED3DPCMPCAPS_EQUAL        |
4318                       WINED3DPCMPCAPS_GREATER      |
4319                       WINED3DPCMPCAPS_GREATEREQUAL |
4320                       WINED3DPCMPCAPS_LESS         |
4321                       WINED3DPCMPCAPS_LESSEQUAL    |
4322                       WINED3DPCMPCAPS_NEVER        |
4323                       WINED3DPCMPCAPS_NOTEQUAL;
4324
4325     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4326                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4327                            WINED3DPBLENDCAPS_DESTALPHA       |
4328                            WINED3DPBLENDCAPS_DESTCOLOR       |
4329                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4330                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4331                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4332                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4333                            WINED3DPBLENDCAPS_ONE             |
4334                            WINED3DPBLENDCAPS_SRCALPHA        |
4335                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4336                            WINED3DPBLENDCAPS_SRCCOLOR        |
4337                            WINED3DPBLENDCAPS_ZERO;
4338
4339     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4340                            WINED3DPBLENDCAPS_DESTCOLOR       |
4341                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4342                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4343                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4344                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4345                            WINED3DPBLENDCAPS_ONE             |
4346                            WINED3DPBLENDCAPS_SRCALPHA        |
4347                            WINED3DPBLENDCAPS_SRCCOLOR        |
4348                            WINED3DPBLENDCAPS_ZERO;
4349     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4350      * according to the glBlendFunc manpage
4351      *
4352      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4353      * legacy settings for srcblend only
4354      */
4355
4356     if (gl_info->supported[EXT_BLEND_COLOR])
4357     {
4358         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4359         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4360     }
4361
4362
4363     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4364                           WINED3DPCMPCAPS_EQUAL        |
4365                           WINED3DPCMPCAPS_GREATER      |
4366                           WINED3DPCMPCAPS_GREATEREQUAL |
4367                           WINED3DPCMPCAPS_LESS         |
4368                           WINED3DPCMPCAPS_LESSEQUAL    |
4369                           WINED3DPCMPCAPS_NEVER        |
4370                           WINED3DPCMPCAPS_NOTEQUAL;
4371
4372     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4373                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4374                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4375                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4376                            WINED3DPSHADECAPS_COLORFLATRGB       |
4377                            WINED3DPSHADECAPS_FOGFLAT            |
4378                            WINED3DPSHADECAPS_FOGGOURAUD         |
4379                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4380
4381     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4382                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4383                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4384                           WINED3DPTEXTURECAPS_BORDER             |
4385                           WINED3DPTEXTURECAPS_MIPMAP             |
4386                           WINED3DPTEXTURECAPS_PROJECTED          |
4387                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4388
4389     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4390     {
4391         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4392                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4393     }
4394
4395     if (gl_info->supported[EXT_TEXTURE3D])
4396     {
4397         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4398                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4399                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4400     }
4401
4402     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4403     {
4404         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4405                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4406                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4407
4408     }
4409
4410     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4411                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4412                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4413                                WINED3DPTFILTERCAPS_MINFPOINT        |
4414                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4415                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4416                                WINED3DPTFILTERCAPS_LINEAR           |
4417                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4418                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4419                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4420                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4421                                WINED3DPTFILTERCAPS_NEAREST;
4422
4423     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4424     {
4425         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4426                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4427     }
4428
4429     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4430     {
4431         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4432                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4433                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4434                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4435                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4436                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4437                                        WINED3DPTFILTERCAPS_LINEAR           |
4438                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4439                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4440                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4441                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4442                                        WINED3DPTFILTERCAPS_NEAREST;
4443
4444         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4445         {
4446             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4447                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4448         }
4449     } else
4450         pCaps->CubeTextureFilterCaps = 0;
4451
4452     if (gl_info->supported[EXT_TEXTURE3D])
4453     {
4454         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4455                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4456                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4457                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4458                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4459                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4460                                          WINED3DPTFILTERCAPS_LINEAR           |
4461                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4462                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4463                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4464                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4465                                          WINED3DPTFILTERCAPS_NEAREST;
4466     } else
4467         pCaps->VolumeTextureFilterCaps = 0;
4468
4469     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4470                                  WINED3DPTADDRESSCAPS_CLAMP  |
4471                                  WINED3DPTADDRESSCAPS_WRAP;
4472
4473     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4474     {
4475         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4476     }
4477     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4478     {
4479         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4480     }
4481     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4482     {
4483         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4484     }
4485
4486     if (gl_info->supported[EXT_TEXTURE3D])
4487     {
4488         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4489                                            WINED3DPTADDRESSCAPS_CLAMP  |
4490                                            WINED3DPTADDRESSCAPS_WRAP;
4491         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4492         {
4493             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4494         }
4495         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4496         {
4497             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4498         }
4499         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4500         {
4501             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4502         }
4503     } else
4504         pCaps->VolumeTextureAddressCaps = 0;
4505
4506     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4507                       WINED3DLINECAPS_ZTEST         |
4508                       WINED3DLINECAPS_BLEND         |
4509                       WINED3DLINECAPS_ALPHACMP      |
4510                       WINED3DLINECAPS_FOG;
4511     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4512      * idea how generating the smoothing alpha values works; the result is different
4513      */
4514
4515     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4516     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4517
4518     if (gl_info->supported[EXT_TEXTURE3D])
4519         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4520     else
4521         pCaps->MaxVolumeExtent = 0;
4522
4523     pCaps->MaxTextureRepeat = 32768;
4524     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4525     pCaps->MaxVertexW = 1.0f;
4526
4527     pCaps->GuardBandLeft = 0.0f;
4528     pCaps->GuardBandTop = 0.0f;
4529     pCaps->GuardBandRight = 0.0f;
4530     pCaps->GuardBandBottom = 0.0f;
4531
4532     pCaps->ExtentsAdjust = 0.0f;
4533
4534     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4535                           WINED3DSTENCILCAPS_INCRSAT |
4536                           WINED3DSTENCILCAPS_INVERT  |
4537                           WINED3DSTENCILCAPS_KEEP    |
4538                           WINED3DSTENCILCAPS_REPLACE |
4539                           WINED3DSTENCILCAPS_ZERO;
4540     if (gl_info->supported[EXT_STENCIL_WRAP])
4541     {
4542         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4543                               WINED3DSTENCILCAPS_INCR;
4544     }
4545     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4546     {
4547         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4548     }
4549
4550     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4551
4552     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4553     pCaps->MaxActiveLights = gl_info->limits.lights;
4554
4555     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4556     pCaps->MaxVertexBlendMatrixIndex   = 0;
4557
4558     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4559     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4560
4561
4562     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4563     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4564                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4565                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4566                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4567                                   WINED3DVTXPCAPS_VERTEXFOG         |
4568                                   WINED3DVTXPCAPS_TEXGEN;
4569
4570     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4571     pCaps->MaxVertexIndex      = 0xFFFFF;
4572     pCaps->MaxStreams          = MAX_STREAMS;
4573     pCaps->MaxStreamStride     = 1024;
4574
4575     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4576     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4577                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4578     pCaps->MaxNpatchTessellationLevel        = 0;
4579     pCaps->MasterAdapterOrdinal              = 0;
4580     pCaps->AdapterOrdinalInGroup             = 0;
4581     pCaps->NumberOfAdaptersInGroup           = 1;
4582
4583     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4584
4585     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4586                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4587                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4588                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4589     pCaps->VertexTextureFilterCaps           = 0;
4590
4591     memset(&shader_caps, 0, sizeof(shader_caps));
4592     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4593
4594     memset(&fragment_caps, 0, sizeof(fragment_caps));
4595     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4596
4597     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4598     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4599
4600     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4601      * Ignore shader model capabilities if disabled in config
4602      */
4603     if(vs_selected_mode == SHADER_NONE) {
4604         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4605         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4606         pCaps->MaxVertexShaderConst         = 0;
4607     } else {
4608         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4609         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4610     }
4611
4612     if(ps_selected_mode == SHADER_NONE) {
4613         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4614         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4615         pCaps->PixelShader1xMaxValue        = 0.0f;
4616     } else {
4617         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4618         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4619     }
4620
4621     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4622     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4623     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4624
4625     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4626     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4627     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4628     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4629     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4630     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4631
4632     /* The following caps are shader specific, but they are things we cannot detect, or which
4633      * are the same among all shader models. So to avoid code duplication set the shader version
4634      * specific, but otherwise constant caps here
4635      */
4636     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4637         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4638         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4639         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4640         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4641         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4642         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4643
4644         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4645         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4646     }
4647     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4648     {
4649         pCaps->VS20Caps.Caps                     = 0;
4650         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4651         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4652         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4653
4654         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4655         pCaps->MaxVertexShader30InstructionSlots = 0;
4656     } else { /* VS 1.x */
4657         pCaps->VS20Caps.Caps                     = 0;
4658         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4659         pCaps->VS20Caps.NumTemps                 = 0;
4660         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4661
4662         pCaps->MaxVShaderInstructionsExecuted    = 0;
4663         pCaps->MaxVertexShader30InstructionSlots = 0;
4664     }
4665
4666     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4667         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4668         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4669
4670         /* 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 */
4671         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4672                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4673                 WINED3DPS20CAPS_PREDICATION          |
4674                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4675                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4676         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4677         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4678         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4679         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4680
4681         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4682         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4683                 adapter->gl_info.limits.arb_ps_instructions);
4684     }
4685     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4686     {
4687         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4688         pCaps->PS20Caps.Caps                     = 0;
4689         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4690         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4691         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4692         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4693
4694         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4695         pCaps->MaxPixelShader30InstructionSlots  = 0;
4696     } else { /* PS 1.x */
4697         pCaps->PS20Caps.Caps                     = 0;
4698         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4699         pCaps->PS20Caps.NumTemps                 = 0;
4700         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4701         pCaps->PS20Caps.NumInstructionSlots      = 0;
4702
4703         pCaps->MaxPShaderInstructionsExecuted    = 0;
4704         pCaps->MaxPixelShader30InstructionSlots  = 0;
4705     }
4706
4707     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4708         /* OpenGL supports all the formats below, perhaps not always
4709          * without conversion, but it supports them.
4710          * Further GLSL doesn't seem to have an official unsigned type so
4711          * don't advertise it yet as I'm not sure how we handle it.
4712          * We might need to add some clamping in the shader engine to
4713          * support it.
4714          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4715         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4716                            WINED3DDTCAPS_UBYTE4N   |
4717                            WINED3DDTCAPS_SHORT2N   |
4718                            WINED3DDTCAPS_SHORT4N;
4719         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4720         {
4721             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4722                                 WINED3DDTCAPS_FLOAT16_4;
4723         }
4724     } else
4725         pCaps->DeclTypes                         = 0;
4726
4727     /* Set DirectDraw helper Caps */
4728     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4729                                         WINEDDCKEYCAPS_SRCBLT;
4730     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4731                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4732                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4733                                         WINEDDFXCAPS_BLTROTATION90          |
4734                                         WINEDDFXCAPS_BLTSHRINKX             |
4735                                         WINEDDFXCAPS_BLTSHRINKXN            |
4736                                         WINEDDFXCAPS_BLTSHRINKY             |
4737                                         WINEDDFXCAPS_BLTSHRINKXN            |
4738                                         WINEDDFXCAPS_BLTSTRETCHX            |
4739                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4740                                         WINEDDFXCAPS_BLTSTRETCHY            |
4741                                         WINEDDFXCAPS_BLTSTRETCHYN;
4742     blit_caps =                         WINEDDCAPS_BLT                      |
4743                                         WINEDDCAPS_BLTCOLORFILL             |
4744                                         WINEDDCAPS_BLTDEPTHFILL             |
4745                                         WINEDDCAPS_BLTSTRETCH               |
4746                                         WINEDDCAPS_CANBLTSYSMEM             |
4747                                         WINEDDCAPS_CANCLIP                  |
4748                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4749                                         WINEDDCAPS_COLORKEY                 |
4750                                         WINEDDCAPS_COLORKEYHWASSIST         |
4751                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4752
4753     /* Fill the ddraw caps structure */
4754     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4755                                         WINEDDCAPS_PALETTE                  |
4756                                         blit_caps;
4757     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4758                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4759                                         WINEDDCAPS2_PRIMARYGAMMA             |
4760                                         WINEDDCAPS2_WIDESURFACES             |
4761                                         WINEDDCAPS2_CANRENDERWINDOWED;
4762     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4763     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4764     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4765     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4766     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4767     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4768     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4769     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4770     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4771
4772     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4773                                         WINEDDSCAPS_BACKBUFFER              |
4774                                         WINEDDSCAPS_FLIP                    |
4775                                         WINEDDSCAPS_FRONTBUFFER             |
4776                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4777                                         WINEDDSCAPS_PALETTE                 |
4778                                         WINEDDSCAPS_PRIMARYSURFACE          |
4779                                         WINEDDSCAPS_SYSTEMMEMORY            |
4780                                         WINEDDSCAPS_VIDEOMEMORY             |
4781                                         WINEDDSCAPS_VISIBLE;
4782     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4783
4784     /* Set D3D caps if OpenGL is available. */
4785     if (adapter->opengl)
4786     {
4787         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4788                                         WINEDDSCAPS_MIPMAP                  |
4789                                         WINEDDSCAPS_TEXTURE                 |
4790                                         WINEDDSCAPS_ZBUFFER;
4791         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4792     }
4793
4794     return WINED3D_OK;
4795 }
4796
4797 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4798         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4799         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4800 {
4801     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4802     IWineD3DDeviceImpl *object;
4803     HRESULT hr;
4804
4805     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4806             "parent %p, device_parent %p, device %p.\n",
4807             iface, adapter_idx, device_type, focus_window, flags,
4808             parent, device_parent, device);
4809
4810     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4811      * number and create a device without a 3D adapter for 2D only operation. */
4812     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4813     {
4814         return WINED3DERR_INVALIDCALL;
4815     }
4816
4817     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4818     if (!object)
4819     {
4820         ERR("Failed to allocate device memory.\n");
4821         return E_OUTOFMEMORY;
4822     }
4823
4824     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4825     if (FAILED(hr))
4826     {
4827         WARN("Failed to initialize device, hr %#x.\n", hr);
4828         HeapFree(GetProcessHeap(), 0, object);
4829         return hr;
4830     }
4831
4832     TRACE("Created device %p.\n", object);
4833     *device = (IWineD3DDevice *)object;
4834
4835     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4836
4837     return WINED3D_OK;
4838 }
4839
4840 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4841     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4842     IUnknown_AddRef(This->parent);
4843     *pParent = This->parent;
4844     return WINED3D_OK;
4845 }
4846
4847 static void WINE_GLAPI invalid_func(const void *data)
4848 {
4849     ERR("Invalid vertex attribute function called\n");
4850     DebugBreak();
4851 }
4852
4853 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4854 {
4855     ERR("Invalid texcoord function called\n");
4856     DebugBreak();
4857 }
4858
4859 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4860  * the extension detection and are used in drawStridedSlow
4861  */
4862 static void WINE_GLAPI position_d3dcolor(const void *data)
4863 {
4864     DWORD pos = *((const DWORD *)data);
4865
4866     FIXME("Add a test for fixed function position from d3dcolor type\n");
4867     glVertex4s(D3DCOLOR_B_R(pos),
4868                D3DCOLOR_B_G(pos),
4869                D3DCOLOR_B_B(pos),
4870                D3DCOLOR_B_A(pos));
4871 }
4872
4873 static void WINE_GLAPI position_float4(const void *data)
4874 {
4875     const GLfloat *pos = data;
4876
4877     if (pos[3] != 0.0f && pos[3] != 1.0f)
4878     {
4879         float w = 1.0f / pos[3];
4880
4881         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4882     }
4883     else
4884     {
4885         glVertex3fv(pos);
4886     }
4887 }
4888
4889 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4890 {
4891     DWORD diffuseColor = *((const DWORD *)data);
4892
4893     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4894                D3DCOLOR_B_G(diffuseColor),
4895                D3DCOLOR_B_B(diffuseColor),
4896                D3DCOLOR_B_A(diffuseColor));
4897 }
4898
4899 static void WINE_GLAPI specular_d3dcolor(const void *data)
4900 {
4901     DWORD specularColor = *((const DWORD *)data);
4902     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4903             D3DCOLOR_B_G(specularColor),
4904             D3DCOLOR_B_B(specularColor)};
4905
4906     specular_func_3ubv(d);
4907 }
4908
4909 static void WINE_GLAPI warn_no_specular_func(const void *data)
4910 {
4911     WARN("GL_EXT_secondary_color not supported\n");
4912 }
4913
4914 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4915 {
4916     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4917     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4918     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4919     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4920     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4921     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4922     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4923     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4924     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4925     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4926     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4927     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4928     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4929     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4930     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4931     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4932     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4933
4934     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4935     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4936     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4937     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4938     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4939     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4940     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4941     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4942     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4943     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4944     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4945     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4946     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4947     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4948     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4949     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4950     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4951
4952     /* No 4 component entry points here */
4953     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4954     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4955     if (gl_info->supported[EXT_SECONDARY_COLOR])
4956     {
4957         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4958     }
4959     else
4960     {
4961         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4962     }
4963     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4964     if (gl_info->supported[EXT_SECONDARY_COLOR])
4965     {
4966         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4967         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4968     }
4969     else
4970     {
4971         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4972     }
4973     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4974     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4975     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4976     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4977     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4978     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4979     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4980     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4981     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4982     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4983     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4984     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4985
4986     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4987      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4988      */
4989     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4990     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4991     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4992     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4993     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4994     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4995     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4996     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4997     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4998     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4999     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5000     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5001     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5002     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5003     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5004     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5005     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5006
5007     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5008     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5009     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5010     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5011     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5012     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5013     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5014     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5015     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5016     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5017     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5018     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5019     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5020     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5021     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5022     if (gl_info->supported[NV_HALF_FLOAT])
5023     {
5024         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5025         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5026         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5027     } else {
5028         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5029         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5030     }
5031 }
5032
5033 static BOOL InitAdapters(IWineD3DImpl *This)
5034 {
5035     static HMODULE mod_gl;
5036     BOOL ret;
5037     int ps_selected_mode, vs_selected_mode;
5038
5039     /* No need to hold any lock. The calling library makes sure only one thread calls
5040      * wined3d simultaneously
5041      */
5042
5043     TRACE("Initializing adapters\n");
5044
5045     if(!mod_gl) {
5046 #ifdef USE_WIN32_OPENGL
5047 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5048         mod_gl = LoadLibraryA("opengl32.dll");
5049         if(!mod_gl) {
5050             ERR("Can't load opengl32.dll!\n");
5051             goto nogl_adapter;
5052         }
5053 #else
5054 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5055         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5056         mod_gl = GetModuleHandleA("gdi32.dll");
5057 #endif
5058     }
5059
5060 /* Load WGL core functions from opengl32.dll */
5061 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5062     WGL_FUNCS_GEN;
5063 #undef USE_WGL_FUNC
5064
5065     if(!pwglGetProcAddress) {
5066         ERR("Unable to load wglGetProcAddress!\n");
5067         goto nogl_adapter;
5068     }
5069
5070 /* Dynamically load all GL core functions */
5071     GL_FUNCS_GEN;
5072 #undef USE_GL_FUNC
5073
5074     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5075      * otherwise because we have to use winex11.drv's override
5076      */
5077 #ifdef USE_WIN32_OPENGL
5078     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5079     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5080 #else
5081     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5082     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5083 #endif
5084
5085     glEnableWINE = glEnable;
5086     glDisableWINE = glDisable;
5087
5088     /* For now only one default adapter */
5089     {
5090         struct wined3d_adapter *adapter = &This->adapters[0];
5091         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5092         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5093         int iPixelFormat;
5094         int res;
5095         int i;
5096         WineD3D_PixelFormat *cfgs;
5097         DISPLAY_DEVICEW DisplayDevice;
5098         HDC hdc;
5099
5100         TRACE("Initializing default adapter\n");
5101         adapter->ordinal = 0;
5102         adapter->monitorPoint.x = -1;
5103         adapter->monitorPoint.y = -1;
5104
5105         if (!AllocateLocallyUniqueId(&adapter->luid))
5106         {
5107             DWORD err = GetLastError();
5108             ERR("Failed to set adapter LUID (%#x).\n", err);
5109             goto nogl_adapter;
5110         }
5111         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5112                 adapter->luid.HighPart, adapter->luid.LowPart);
5113
5114         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5115         {
5116             ERR("Failed to get a gl context for default adapter\n");
5117             goto nogl_adapter;
5118         }
5119
5120         ret = IWineD3DImpl_FillGLCaps(adapter);
5121         if(!ret) {
5122             ERR("Failed to initialize gl caps for default adapter\n");
5123             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5124             goto nogl_adapter;
5125         }
5126         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5127         if(!ret) {
5128             ERR("Failed to init gl formats\n");
5129             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5130             goto nogl_adapter;
5131         }
5132
5133         hdc = fake_gl_ctx.dc;
5134
5135         /* Use the VideoRamSize registry setting when set */
5136         if(wined3d_settings.emulated_textureram)
5137             adapter->TextureRam = wined3d_settings.emulated_textureram;
5138         else
5139             adapter->TextureRam = adapter->gl_info.vidmem;
5140         adapter->UsedTextureRam = 0;
5141         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5142
5143         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5144         DisplayDevice.cb = sizeof(DisplayDevice);
5145         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5146         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5147         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5148
5149         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5150         {
5151             int attribute;
5152             int attribs[11];
5153             int values[11];
5154             int nAttribs = 0;
5155
5156             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5157             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5158
5159             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5160             cfgs = adapter->cfgs;
5161             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5162             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5163             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5164             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5165             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5166             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5167             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5168             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5169             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5170             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5171             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5172
5173             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5174             {
5175                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5176
5177                 if(!res)
5178                     continue;
5179
5180                 /* Cache the pixel format */
5181                 cfgs->iPixelFormat = iPixelFormat;
5182                 cfgs->redSize = values[0];
5183                 cfgs->greenSize = values[1];
5184                 cfgs->blueSize = values[2];
5185                 cfgs->alphaSize = values[3];
5186                 cfgs->colorSize = values[4];
5187                 cfgs->depthSize = values[5];
5188                 cfgs->stencilSize = values[6];
5189                 cfgs->windowDrawable = values[7];
5190                 cfgs->iPixelType = values[8];
5191                 cfgs->doubleBuffer = values[9];
5192                 cfgs->auxBuffers = values[10];
5193
5194                 cfgs->numSamples = 0;
5195                 /* Check multisample support */
5196                 if (gl_info->supported[ARB_MULTISAMPLE])
5197                 {
5198                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5199                     int value[2];
5200                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5201                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5202                         * value[1] = number of multi sample buffers*/
5203                         if(value[0])
5204                             cfgs->numSamples = value[1];
5205                     }
5206                 }
5207
5208                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5209                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5210                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5211                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5212                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5213                 cfgs++;
5214             }
5215         }
5216         else
5217         {
5218             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5219             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5220             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5221
5222             cfgs = adapter->cfgs;
5223             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5224             {
5225                 PIXELFORMATDESCRIPTOR ppfd;
5226
5227                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5228                 if(!res)
5229                     continue;
5230
5231                 /* We only want HW acceleration using an OpenGL ICD driver.
5232                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5233                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5234                  */
5235                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5236                 {
5237                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5238                     continue;
5239                 }
5240
5241                 cfgs->iPixelFormat = iPixelFormat;
5242                 cfgs->redSize = ppfd.cRedBits;
5243                 cfgs->greenSize = ppfd.cGreenBits;
5244                 cfgs->blueSize = ppfd.cBlueBits;
5245                 cfgs->alphaSize = ppfd.cAlphaBits;
5246                 cfgs->colorSize = ppfd.cColorBits;
5247                 cfgs->depthSize = ppfd.cDepthBits;
5248                 cfgs->stencilSize = ppfd.cStencilBits;
5249                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5250                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5251                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5252                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5253                 cfgs->numSamples = 0;
5254
5255                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5256                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5257                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5258                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5259                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5260                 cfgs++;
5261                 adapter->nCfgs++;
5262             }
5263
5264             /* 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 */
5265             if(!adapter->nCfgs)
5266             {
5267                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5268
5269                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5270                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5271                 goto nogl_adapter;
5272             }
5273         }
5274
5275         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5276          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5277          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5278          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5279          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5280          * driver is allowed to consume more bits EXCEPT for stencil bits.
5281          *
5282          * Mark an adapter with this broken stencil behavior.
5283          */
5284         adapter->brokenStencil = TRUE;
5285         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5286         {
5287             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5288             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5289                 adapter->brokenStencil = FALSE;
5290                 break;
5291             }
5292         }
5293
5294         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5295
5296         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5297         fillGLAttribFuncs(&adapter->gl_info);
5298         adapter->opengl = TRUE;
5299     }
5300     This->adapter_count = 1;
5301     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5302
5303     return TRUE;
5304
5305 nogl_adapter:
5306     /* Initialize an adapter for ddraw-only memory counting */
5307     memset(This->adapters, 0, sizeof(This->adapters));
5308     This->adapters[0].ordinal = 0;
5309     This->adapters[0].opengl = FALSE;
5310     This->adapters[0].monitorPoint.x = -1;
5311     This->adapters[0].monitorPoint.y = -1;
5312
5313     This->adapters[0].driver_info.name = "Display";
5314     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5315     if(wined3d_settings.emulated_textureram) {
5316         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5317     } else {
5318         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5319     }
5320
5321     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5322
5323     This->adapter_count = 1;
5324     return FALSE;
5325 }
5326
5327 /**********************************************************
5328  * IWineD3D VTbl follows
5329  **********************************************************/
5330
5331 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5332 {
5333     /* IUnknown */
5334     IWineD3DImpl_QueryInterface,
5335     IWineD3DImpl_AddRef,
5336     IWineD3DImpl_Release,
5337     /* IWineD3D */
5338     IWineD3DImpl_GetParent,
5339     IWineD3DImpl_GetAdapterCount,
5340     IWineD3DImpl_RegisterSoftwareDevice,
5341     IWineD3DImpl_GetAdapterMonitor,
5342     IWineD3DImpl_GetAdapterModeCount,
5343     IWineD3DImpl_EnumAdapterModes,
5344     IWineD3DImpl_GetAdapterDisplayMode,
5345     IWineD3DImpl_GetAdapterIdentifier,
5346     IWineD3DImpl_CheckDeviceMultiSampleType,
5347     IWineD3DImpl_CheckDepthStencilMatch,
5348     IWineD3DImpl_CheckDeviceType,
5349     IWineD3DImpl_CheckDeviceFormat,
5350     IWineD3DImpl_CheckDeviceFormatConversion,
5351     IWineD3DImpl_GetDeviceCaps,
5352     IWineD3DImpl_CreateDevice
5353 };
5354
5355 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5356
5357 const struct wined3d_parent_ops wined3d_null_parent_ops =
5358 {
5359     wined3d_null_wined3d_object_destroyed,
5360 };
5361
5362 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5363 {
5364     wined3d->lpVtbl = &IWineD3D_Vtbl;
5365     wined3d->dxVersion = version;
5366     wined3d->ref = 1;
5367     wined3d->parent = parent;
5368
5369     if (!InitAdapters(wined3d))
5370     {
5371         WARN("Failed to initialize adapters.\n");
5372         if (version > 7)
5373         {
5374             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5375             return E_FAIL;
5376         }
5377     }
5378
5379     return WINED3D_OK;
5380 }