wined3d: Trace the minimum buffer map alignment in wined3d_adapter_init_gl_caps().
[wine] / dlls / wined3d / directx.c
1 /*
2  * Copyright 2002-2004 Jason Edmeades
3  * Copyright 2003-2004 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include <stdio.h>
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
30
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
32
33 /* The driver names reflect the lowest GPU supported
34  * by a certain driver, so DRIVER_AMD_R300 supports
35  * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
37 {
38     DRIVER_AMD_RAGE_128PRO,
39     DRIVER_AMD_R100,
40     DRIVER_AMD_R300,
41     DRIVER_AMD_R600,
42     DRIVER_INTEL_GMA800,
43     DRIVER_INTEL_GMA900,
44     DRIVER_INTEL_GMA950,
45     DRIVER_INTEL_GMA3000,
46     DRIVER_NVIDIA_TNT,
47     DRIVER_NVIDIA_GEFORCE2MX,
48     DRIVER_NVIDIA_GEFORCEFX,
49     DRIVER_NVIDIA_GEFORCE6,
50     DRIVER_UNKNOWN
51 };
52
53 enum wined3d_driver_model
54 {
55     DRIVER_MODEL_WIN9X,
56     DRIVER_MODEL_NT40,
57     DRIVER_MODEL_NT5X,
58     DRIVER_MODEL_NT6X
59 };
60
61 enum wined3d_gl_vendor
62 {
63     GL_VENDOR_UNKNOWN,
64     GL_VENDOR_APPLE,
65     GL_VENDOR_FGLRX,
66     GL_VENDOR_INTEL,
67     GL_VENDOR_MESA,
68     GL_VENDOR_NVIDIA,
69 };
70
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
73
74 /* Extension detection */
75 static const struct
76 {
77     const char *extension_string;
78     enum wined3d_gl_extension extension;
79     DWORD version;
80 }
81 EXTENSION_MAP[] =
82 {
83     /* APPLE */
84     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
85     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
86     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
87     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
88     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
89     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
90
91     /* ARB */
92     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
94     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
95     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
96     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
97     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
98     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
99     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
100     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
101     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
102     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
103     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
104     {"GL_ARB_map_buffer_alignment",         ARB_MAP_BUFFER_ALIGNMENT,       0                           },
105     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
106     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
107     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
108     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
109     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
110     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
111     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
112     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
113     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
114     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
115     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
116     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
117     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
118     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
119     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
120     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
121     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
122     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
123     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
124     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
125     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
126     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
127     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
128     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
129     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
130     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
131     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
132     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
133     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
134     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
135
136     /* ATI */
137     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
138     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
139     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
140     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
141     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
142
143     /* EXT */
144     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
145     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
146     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
147     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
148     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
149     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
150     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
151     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
152     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
153     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
154     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
155     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
156     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
157     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
158     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
159     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
160     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
161     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
162     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
163     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
164     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
165     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
166     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
167     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
168     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
169     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
170     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
171     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
172     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
173     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
174     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
175
176     /* NV */
177     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
178     {"GL_NV_fence",                         NV_FENCE,                       0                           },
179     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
180     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
181     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
182     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
183     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
184     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
185     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
186     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
187     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
188     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
189     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
190     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
191     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
192     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
193     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
194     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
195     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
196     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
197
198     /* SGI */
199     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
200 };
201
202 /**********************************************************
203  * Utility functions follow
204  **********************************************************/
205
206 const struct min_lookup minMipLookup[] =
207 {
208     /* NONE         POINT                       LINEAR */
209     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
210     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
211     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
212 };
213
214 const struct min_lookup minMipLookup_noFilter[] =
215 {
216     /* NONE         POINT                       LINEAR */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
218     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
219     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
220 };
221
222 const struct min_lookup minMipLookup_noMip[] =
223 {
224     /* NONE         POINT                       LINEAR */
225     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
226     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
227     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
228 };
229
230 const GLenum magLookup[] =
231 {
232     /* NONE     POINT       LINEAR */
233     GL_NEAREST, GL_NEAREST, GL_LINEAR,
234 };
235
236 const GLenum magLookup_noFilter[] =
237 {
238     /* NONE     POINT       LINEAR */
239     GL_NEAREST, GL_NEAREST, GL_NEAREST,
240 };
241
242 /* drawStridedSlow attributes */
243 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
245 glAttribFunc specular_func_3ubv;
246 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
247 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
248 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
249
250 /**
251  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
252  * i.e., there is no GL Context - Get a default rendering context to enable the
253  * function query some info from GL.
254  */
255
256 struct wined3d_fake_gl_ctx
257 {
258     HDC dc;
259     HWND wnd;
260     HGLRC gl_ctx;
261     HDC restore_dc;
262     HGLRC restore_gl_ctx;
263 };
264
265 static void WineD3D_ReleaseFakeGLContext(const struct wined3d_fake_gl_ctx *ctx)
266 {
267     TRACE_(d3d_caps)("Destroying fake GL context.\n");
268
269     if (!pwglMakeCurrent(NULL, NULL))
270     {
271         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
272     }
273
274     if (!pwglDeleteContext(ctx->gl_ctx))
275     {
276         DWORD err = GetLastError();
277         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
278     }
279
280     ReleaseDC(ctx->wnd, ctx->dc);
281     DestroyWindow(ctx->wnd);
282
283     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
284     {
285         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
286     }
287 }
288
289 /* Do not call while under the GL lock. */
290 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
291 {
292     PIXELFORMATDESCRIPTOR pfd;
293     int iPixelFormat;
294
295     TRACE("getting context...\n");
296
297     ctx->restore_dc = pwglGetCurrentDC();
298     ctx->restore_gl_ctx = pwglGetCurrentContext();
299
300     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
301     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
302             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
303     if (!ctx->wnd)
304     {
305         ERR_(d3d_caps)("Failed to create a window.\n");
306         goto fail;
307     }
308
309     ctx->dc = GetDC(ctx->wnd);
310     if (!ctx->dc)
311     {
312         ERR_(d3d_caps)("Failed to get a DC.\n");
313         goto fail;
314     }
315
316     /* PixelFormat selection */
317     ZeroMemory(&pfd, sizeof(pfd));
318     pfd.nSize = sizeof(pfd);
319     pfd.nVersion = 1;
320     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
321     pfd.iPixelType = PFD_TYPE_RGBA;
322     pfd.cColorBits = 32;
323     pfd.iLayerType = PFD_MAIN_PLANE;
324
325     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
326     if (!iPixelFormat)
327     {
328         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
329         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
330         goto fail;
331     }
332     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
333     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
334
335     /* Create a GL context. */
336     ctx->gl_ctx = pwglCreateContext(ctx->dc);
337     if (!ctx->gl_ctx)
338     {
339         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
340         goto fail;
341     }
342
343     /* Make it the current GL context. */
344     if (!context_set_current(NULL))
345     {
346         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
347     }
348
349     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
350     {
351         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
352         goto fail;
353     }
354
355     return TRUE;
356
357 fail:
358     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
359     ctx->gl_ctx = NULL;
360     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
361     ctx->dc = NULL;
362     if (ctx->wnd) DestroyWindow(ctx->wnd);
363     ctx->wnd = NULL;
364     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
365     {
366         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
367     }
368
369     return FALSE;
370 }
371
372 /* Adjust the amount of used texture memory */
373 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount)
374 {
375     adapter->UsedTextureRam += amount;
376     TRACE("Adjusted adapter memory by %d to %d.\n", amount, adapter->UsedTextureRam);
377     return adapter->UsedTextureRam;
378 }
379
380 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
381 {
382     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
383     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
384 }
385
386 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
387 {
388     ULONG refcount = InterlockedIncrement(&wined3d->ref);
389
390     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
391
392     return refcount;
393 }
394
395 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
396 {
397     ULONG refcount = InterlockedDecrement(&wined3d->ref);
398
399     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
400
401     if (!refcount)
402     {
403         unsigned int i;
404
405         for (i = 0; i < wined3d->adapter_count; ++i)
406         {
407             wined3d_adapter_cleanup(&wined3d->adapters[i]);
408         }
409         HeapFree(GetProcessHeap(), 0, wined3d);
410     }
411
412     return refcount;
413 }
414
415 /* GL locking is done by the caller */
416 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
417 {
418     GLuint prog;
419     BOOL ret = FALSE;
420     const char *testcode =
421         "!!ARBvp1.0\n"
422         "PARAM C[66] = { program.env[0..65] };\n"
423         "ADDRESS A0;"
424         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
425         "ARL A0.x, zero.x;\n"
426         "MOV result.position, C[A0.x + 65];\n"
427         "END\n";
428
429     while(glGetError());
430     GL_EXTCALL(glGenProgramsARB(1, &prog));
431     if(!prog) {
432         ERR("Failed to create an ARB offset limit test program\n");
433     }
434     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
435     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
436                                   strlen(testcode), testcode));
437     if (glGetError())
438     {
439         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
440         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
441         ret = TRUE;
442     } else TRACE("OpenGL implementation allows offsets > 63\n");
443
444     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
445     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
446     checkGLcall("ARB vp offset limit test cleanup");
447
448     return ret;
449 }
450
451 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
452 {
453     unsigned int i;
454     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
455         if(EXTENSION_MAP[i].extension == ext) {
456             return EXTENSION_MAP[i].version;
457         }
458     }
459     return 0;
460 }
461
462 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
463         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
464 {
465     if (card_vendor != HW_VENDOR_AMD) return FALSE;
466     if (device == CARD_AMD_RADEON_9500) return TRUE;
467     if (device == CARD_AMD_RADEON_X700) return TRUE;
468     if (device == CARD_AMD_RADEON_X1600) return TRUE;
469     return FALSE;
470 }
471
472 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
473         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
474 {
475     if (card_vendor == HW_VENDOR_NVIDIA)
476     {
477         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
478             device == CARD_NVIDIA_GEFORCEFX_5600 ||
479             device == CARD_NVIDIA_GEFORCEFX_5800)
480         {
481             return TRUE;
482         }
483     }
484     return FALSE;
485 }
486
487 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
488         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
489 {
490     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
491      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
492      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
493      *
494      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
495      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
496      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
497      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
498      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
499      * the chance that other implementations support them is rather small since Win32 QuickTime uses
500      * DirectDraw, not OpenGL.
501      *
502      * This test has been moved into wined3d_guess_gl_vendor()
503      */
504     if (gl_vendor == GL_VENDOR_APPLE)
505     {
506         return TRUE;
507     }
508     return FALSE;
509 }
510
511 /* Context activation is done by the caller. */
512 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
513 {
514     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
515      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
516      * all the texture. This function detects this bug by its symptom and disables PBOs
517      * if the test fails.
518      *
519      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
520      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
521      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
522      * read back is compared to the original. If they are equal PBOs are assumed to work,
523      * otherwise the PBO extension is disabled. */
524     GLuint texture, pbo;
525     static const unsigned int pattern[] =
526     {
527         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
528         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
529         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
530         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
531     };
532     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
533
534     /* No PBO -> No point in testing them. */
535     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
536
537     ENTER_GL();
538
539     while (glGetError());
540     glGenTextures(1, &texture);
541     glBindTexture(GL_TEXTURE_2D, texture);
542
543     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
544     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
545     checkGLcall("Specifying the PBO test texture");
546
547     GL_EXTCALL(glGenBuffersARB(1, &pbo));
548     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
549     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
550     checkGLcall("Specifying the PBO test pbo");
551
552     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
553     checkGLcall("Loading the PBO test texture");
554
555     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
556     LEAVE_GL();
557
558     wglFinish(); /* just to be sure */
559
560     memset(check, 0, sizeof(check));
561     ENTER_GL();
562     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
563     checkGLcall("Reading back the PBO test texture");
564
565     glDeleteTextures(1, &texture);
566     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
567     checkGLcall("PBO test cleanup");
568
569     LEAVE_GL();
570
571     if (memcmp(check, pattern, sizeof(check)))
572     {
573         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
574         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
575         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
576     }
577     else
578     {
579         TRACE_(d3d_caps)("PBO test successful.\n");
580     }
581 }
582
583 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
585 {
586     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
587 }
588
589 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
590         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 {
592     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
593     if (card_vendor != HW_VENDOR_AMD) return FALSE;
594     if (device == CARD_AMD_RADEON_X1600) return FALSE;
595     return TRUE;
596 }
597
598 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
600 {
601     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
602      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
603      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
604      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
605      * hardcoded
606      *
607      * dx10 cards usually have 64 varyings */
608     return gl_info->limits.glsl_varyings > 44;
609 }
610
611 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
612         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 {
614     return !match_dx10_capable(gl_info, gl_renderer, gl_vendor, card_vendor, device);
615 }
616
617 /* A GL context is provided by the caller */
618 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
620 {
621     GLenum error;
622     DWORD data[16];
623
624     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
625
626     ENTER_GL();
627     while(glGetError());
628     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
629     error = glGetError();
630     LEAVE_GL();
631
632     if(error == GL_NO_ERROR)
633     {
634         TRACE("GL Implementation accepts 4 component specular color pointers\n");
635         return TRUE;
636     }
637     else
638     {
639         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
640               debug_glerror(error));
641         return FALSE;
642     }
643 }
644
645 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
646         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
647 {
648     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
649     return gl_info->supported[NV_TEXTURE_SHADER];
650 }
651
652 /* A GL context is provided by the caller */
653 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
654         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
655 {
656     GLuint prog;
657     BOOL ret = FALSE;
658     GLint pos;
659     const char *testcode =
660         "!!ARBvp1.0\n"
661         "OPTION NV_vertex_program2;\n"
662         "MOV result.clip[0], 0.0;\n"
663         "MOV result.position, 0.0;\n"
664         "END\n";
665
666     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
667
668     ENTER_GL();
669     while(glGetError());
670
671     GL_EXTCALL(glGenProgramsARB(1, &prog));
672     if(!prog)
673     {
674         ERR("Failed to create the NVvp clip test program\n");
675         LEAVE_GL();
676         return FALSE;
677     }
678     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
679     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
680                                   strlen(testcode), testcode));
681     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
682     if(pos != -1)
683     {
684         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
685         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
686         ret = TRUE;
687         while(glGetError());
688     }
689     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
690
691     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
692     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
693     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
694
695     LEAVE_GL();
696     return ret;
697 }
698
699 /* Context activation is done by the caller. */
700 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
701         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
702 {
703     char data[4 * 4 * 4];
704     GLuint tex, fbo;
705     GLenum status;
706
707     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
708
709     memset(data, 0xcc, sizeof(data));
710
711     ENTER_GL();
712
713     glGenTextures(1, &tex);
714     glBindTexture(GL_TEXTURE_2D, tex);
715     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
716     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
717     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
718     checkGLcall("glTexImage2D");
719
720     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
721     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
722     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
723     checkGLcall("glFramebufferTexture2D");
724
725     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
726     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
727     checkGLcall("glCheckFramebufferStatus");
728
729     memset(data, 0x11, sizeof(data));
730     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
731     checkGLcall("glTexSubImage2D");
732
733     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
734     glClear(GL_COLOR_BUFFER_BIT);
735     checkGLcall("glClear");
736
737     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
738     checkGLcall("glGetTexImage");
739
740     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
741     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
742     glBindTexture(GL_TEXTURE_2D, 0);
743     checkGLcall("glBindTexture");
744
745     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
746     glDeleteTextures(1, &tex);
747     checkGLcall("glDeleteTextures");
748
749     LEAVE_GL();
750
751     return *(DWORD *)data == 0x11111111;
752 }
753
754 /* Context activation is done by the caller. */
755 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
756         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
757 {
758     /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
759      * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
760     GLuint tex;
761     GLint size;
762
763     ENTER_GL();
764
765     glGenTextures(1, &tex);
766     glBindTexture(GL_TEXTURE_2D, tex);
767     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
768     checkGLcall("glTexImage2D");
769
770     glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
771     checkGLcall("glGetTexLevelParameteriv");
772     TRACE("Real color depth is %d\n", size);
773
774     glBindTexture(GL_TEXTURE_2D, 0);
775     checkGLcall("glBindTexture");
776     glDeleteTextures(1, &tex);
777     checkGLcall("glDeleteTextures");
778
779     LEAVE_GL();
780
781     return size < 16;
782 }
783
784 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
785         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
786 {
787     return gl_vendor == GL_VENDOR_FGLRX;
788 }
789
790 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
791 {
792     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
793     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
794     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
795     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
796 }
797
798 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
799 {
800     quirk_arb_constants(gl_info);
801     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
802      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
803      * allow 48 different offsets or other helper immediate values. */
804     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
805     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
806 }
807
808 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
809 {
810     quirk_arb_constants(gl_info);
811
812     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
813      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
814      * If real NP2 textures are used, the driver falls back to software. We could just remove the
815      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
816      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
817      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
818      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
819      *
820      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
821      * has this extension promoted to core. The extension loading code sets this extension supported
822      * due to that, so this code works on fglrx as well. */
823     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
824     {
825         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
826         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
827         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
828     }
829
830     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
831      * it is generally more efficient. Reserve just 8 constants. */
832     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
833     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
834 }
835
836 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
837 {
838     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
839      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
840      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
841      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
842      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
843      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
844      *
845      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
846      *  triggering the software fallback. There is not much we can do here apart from disabling the
847      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
848      *  in wined3d_adapter_init_gl_caps).
849      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
850      *  post-processing effects in the game "Max Payne 2").
851      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
852     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
853     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
854     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
855 }
856
857 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
858 {
859     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
860      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
861      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
862      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
863      * according to the spec.
864      *
865      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
866      * makes the shader slower and eats instruction slots which should be available to the d3d app.
867      *
868      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
869      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
870      * this workaround is activated on cards that do not need it, it won't break things, just affect
871      * performance negatively. */
872     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
873     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
874 }
875
876 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
877 {
878     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
879 }
880
881 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
882 {
883     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
884 }
885
886 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
887 {
888     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
889     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
890 }
891
892 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
893 {
894     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
895 }
896
897 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
898 {
899     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
900 }
901
902 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
903 {
904     gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
905 }
906
907 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
908 {
909     gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
910 }
911
912 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
913 {
914     /* Nvidia GeForce 6xxx and 7xxx support accelerated VTF only on a few
915        selected texture formats. They are apparently the only DX9 class GPUs
916        supporting VTF.
917        Also, DX9-era GPUs are somewhat limited with float textures
918        filtering and blending. */
919     gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
920 }
921
922 struct driver_quirk
923 {
924     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
925             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
926     void (*apply)(struct wined3d_gl_info *gl_info);
927     const char *description;
928 };
929
930 static const struct driver_quirk quirk_table[] =
931 {
932     {
933         match_amd_r300_to_500,
934         quirk_amd_dx9,
935         "AMD GLSL constant and normalized texrect quirk"
936     },
937     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
938      * used it falls back to software. While the compiler can detect if the shader uses all declared
939      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
940      * using relative addressing falls back to software.
941      *
942      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
943     {
944         match_apple,
945         quirk_apple_glsl_constants,
946         "Apple GLSL uniform override"
947     },
948     {
949         match_geforce5,
950         quirk_no_np2,
951         "Geforce 5 NP2 disable"
952     },
953     {
954         match_apple_intel,
955         quirk_texcoord_w,
956         "Init texcoord .w for Apple Intel GPU driver"
957     },
958     {
959         match_apple_nonr500ati,
960         quirk_texcoord_w,
961         "Init texcoord .w for Apple ATI >= r600 GPU driver"
962     },
963     {
964         match_dx10_capable,
965         quirk_clip_varying,
966         "Reserved varying for gl_ClipPos"
967     },
968     {
969         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
970          * GL implementations accept it. The Mac GL is the only implementation known to
971          * reject it.
972          *
973          * If we can pass 4 component specular colors, do it, because (a) we don't have
974          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
975          * passes specular alpha to the pixel shader if any is used. Otherwise the
976          * specular alpha is used to pass the fog coordinate, which we pass to opengl
977          * via GL_EXT_fog_coord.
978          */
979         match_allows_spec_alpha,
980         quirk_allows_specular_alpha,
981         "Allow specular alpha quirk"
982     },
983     {
984         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
985          * (rdar://5682521).
986          */
987         match_apple_nvts,
988         quirk_apple_nvts,
989         "Apple NV_texture_shader disable"
990     },
991     {
992         match_broken_nv_clip,
993         quirk_disable_nvvp_clip,
994         "Apple NV_vertex_program clip bug quirk"
995     },
996     {
997         match_fbo_tex_update,
998         quirk_fbo_tex_update,
999         "FBO rebind for attachment updates"
1000     },
1001     {
1002         match_broken_rgba16,
1003         quirk_broken_rgba16,
1004         "True RGBA16 is not available"
1005     },
1006     {
1007         match_fglrx,
1008         quirk_infolog_spam,
1009         "Not printing GLSL infolog"
1010     },
1011     {
1012         match_not_dx10_capable,
1013         quirk_limited_tex_filtering,
1014         "Texture filtering, blending and VTF support is limited"
1015     },
1016 };
1017
1018 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
1019  * reporting a driver version is moot because we are not the Windows driver, and we have different
1020  * bugs, features, etc.
1021  *
1022  * The driver version has the form "x.y.z.w".
1023  *
1024  * "x" is the Windows version the driver is meant for:
1025  * 4 -> 95/98/NT4
1026  * 5 -> 2000
1027  * 6 -> 2000/XP
1028  * 7 -> Vista
1029  * 8 -> Win 7
1030  *
1031  * "y" is the maximum Direct3D version the driver supports.
1032  * y  -> d3d version mapping:
1033  * 11 -> d3d6
1034  * 12 -> d3d7
1035  * 13 -> d3d8
1036  * 14 -> d3d9
1037  * 15 -> d3d10
1038  * 16 -> d3d10.1
1039  * 17 -> d3d11
1040  *
1041  * "z" is the subversion number.
1042  *
1043  * "w" is the vendor specific driver build number.
1044  */
1045
1046 struct driver_version_information
1047 {
1048     enum wined3d_display_driver driver;
1049     enum wined3d_driver_model driver_model;
1050     const char *driver_name;            /* name of Windows driver */
1051     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1052     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1053     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1054 };
1055
1056 /* The driver version table contains driver information for different devices on several OS versions. */
1057 static const struct driver_version_information driver_version_table[] =
1058 {
1059     /* AMD
1060      * - Radeon HD2x00 (R600) and up supported by current drivers.
1061      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1062      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1063      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1064     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1065     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1066     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1067     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1068     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1069     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1070
1071     /* Intel
1072      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1073      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1074      * igxprd32.dll but the GMA800 driver was never updated. */
1075     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1076     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1077     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1078     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1079     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1080     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1081
1082     /* Nvidia
1083      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1084      * - GeforceFX support is up to 173.x on <= XP
1085      * - Geforce2MX/3/4 up to 96.x on <= XP
1086      * - TNT/Geforce1/2 up to 71.x on <= XP
1087      * All version numbers used below are from the Linux nvidia drivers. */
1088     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1089     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1090     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1091     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1092     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1093 };
1094
1095 struct gpu_description
1096 {
1097     WORD vendor;                    /* reported PCI card vendor ID  */
1098     WORD card;                      /* reported PCI card device ID  */
1099     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1100     enum wined3d_display_driver driver;
1101     unsigned int vidmem;
1102 };
1103
1104 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1105  * found on a board containing a specific GPU. */
1106 static const struct gpu_description gpu_description_table[] =
1107 {
1108     /* Nvidia cards */
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1119     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1120     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1121     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1122     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1123     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1124     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1125     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1126     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1127     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1128     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1129     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1130     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1131     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1132     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1133     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1134     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1135     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1136     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1137     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1138     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1139     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1140     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1141     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1142     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1143     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1144     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1145     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1146     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1147     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1148     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1149     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1150     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1151     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1152     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1153     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460M,    "NVIDIA GeForce GTX 460M",          DRIVER_NVIDIA_GEFORCE6,  1536},
1154     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1155     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1156     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1157     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX550,     "NVIDIA GeForce GTX 550 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1158     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT555M,     "NVIDIA GeForce GT 555M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1159     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560TI,   "NVIDIA GeForce GTX 560 Ti",        DRIVER_NVIDIA_GEFORCE6,  1024},
1160     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560",           DRIVER_NVIDIA_GEFORCE6,  1024},
1161     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1162     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1163
1164     /* AMD cards */
1165     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1166     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1167     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1168     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1169     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1170     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1171     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1172     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1173     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1174     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1175     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1176     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1177     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1178     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1179     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1180     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1181     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1182     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1183     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1184     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1185     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6300,         "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600,       1024},
1186     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6400,         "AMD Radeon HD 6400 Series",        DRIVER_AMD_R600,         1024},
1187     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6410D,        "AMD Radeon HD 6410D",              DRIVER_AMD_R600,         1024},
1188     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6550D,        "AMD Radeon HD 6550D",              DRIVER_AMD_R600,         1024},
1189     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600,         "AMD Radeon HD 6600 Series",        DRIVER_AMD_R600,         1024},
1190     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6600M,        "AMD Radeon HD 6600M Series",       DRIVER_AMD_R600,         512 },
1191     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1192     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1193     /* Intel cards */
1194     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1195     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1196     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1197     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1198     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1199     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1200     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1201     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1202 };
1203
1204 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1205         enum wined3d_driver_model driver_model)
1206 {
1207     unsigned int i;
1208
1209     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1210     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1211     {
1212         const struct driver_version_information *entry = &driver_version_table[i];
1213
1214         if (entry->driver == driver && entry->driver_model == driver_model)
1215         {
1216             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1217                 entry->driver_name, entry->version, entry->subversion, entry->build);
1218
1219             return entry;
1220         }
1221     }
1222     return NULL;
1223 }
1224
1225 static void init_driver_info(struct wined3d_driver_info *driver_info,
1226         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1227 {
1228     OSVERSIONINFOW os_version;
1229     WORD driver_os_version;
1230     unsigned int i;
1231     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1232     enum wined3d_driver_model driver_model;
1233     const struct driver_version_information *version_info;
1234
1235     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1236     {
1237         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1238         vendor = wined3d_settings.pci_vendor_id;
1239     }
1240     driver_info->vendor = vendor;
1241
1242     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1243     {
1244         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1245         device = wined3d_settings.pci_device_id;
1246     }
1247     driver_info->device = device;
1248
1249     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1250      * overrides the pci ids to a card which is not in our database. */
1251     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1252
1253     memset(&os_version, 0, sizeof(os_version));
1254     os_version.dwOSVersionInfoSize = sizeof(os_version);
1255     if (!GetVersionExW(&os_version))
1256     {
1257         ERR("Failed to get OS version, reporting 2000/XP.\n");
1258         driver_os_version = 6;
1259         driver_model = DRIVER_MODEL_NT5X;
1260     }
1261     else
1262     {
1263         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1264         switch (os_version.dwMajorVersion)
1265         {
1266             case 4:
1267                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1268                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1269                  */
1270                 driver_os_version = 4;
1271                 driver_model = DRIVER_MODEL_WIN9X;
1272                 break;
1273
1274             case 5:
1275                 driver_os_version = 6;
1276                 driver_model = DRIVER_MODEL_NT5X;
1277                 break;
1278
1279             case 6:
1280                 if (os_version.dwMinorVersion == 0)
1281                 {
1282                     driver_os_version = 7;
1283                     driver_model = DRIVER_MODEL_NT6X;
1284                 }
1285                 else
1286                 {
1287                     if (os_version.dwMinorVersion > 1)
1288                     {
1289                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1290                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1291                     }
1292                     driver_os_version = 8;
1293                     driver_model = DRIVER_MODEL_NT6X;
1294                 }
1295                 break;
1296
1297             default:
1298                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1299                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1300                 driver_os_version = 6;
1301                 driver_model = DRIVER_MODEL_NT5X;
1302                 break;
1303         }
1304     }
1305
1306     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1307      * This means that unless the ids are overriden, we will always find a GPU description. */
1308     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1309     {
1310         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1311         {
1312             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1313
1314             driver_info->description = gpu_description_table[i].description;
1315             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1316             driver = gpu_description_table[i].driver;
1317             break;
1318         }
1319     }
1320
1321     if (wined3d_settings.emulated_textureram)
1322     {
1323         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1324         driver_info->vidmem = wined3d_settings.emulated_textureram;
1325     }
1326
1327     /* Try to obtain driver version information for the current Windows version. This fails in
1328      * some cases:
1329      * - the gpu is not available on the currently selected OS version:
1330      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1331      *     version information for the current Windows version is returned instead of faked info.
1332      *     We do the same and assume the default Windows version to emulate is WinXP.
1333      *
1334      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1335      *     For now return the XP driver info. Perhaps later on we should return VESA.
1336      *
1337      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1338      *   This could be an indication that our database is not up to date, so this should be fixed.
1339      */
1340     version_info = get_driver_version_info(driver, driver_model);
1341     if (version_info)
1342     {
1343         driver_info->name = version_info->driver_name;
1344         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1345         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1346     }
1347     else
1348     {
1349         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1350         if (version_info)
1351         {
1352             driver_info->name = version_info->driver_name;
1353             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1354             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1355         }
1356         else
1357         {
1358             driver_info->description = "Direct3D HAL";
1359             driver_info->name = "Display";
1360             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1361             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1362
1363             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1364                     vendor, device, driver_model);
1365         }
1366     }
1367
1368     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1369             driver_info->version_high, driver_info->version_low);
1370 }
1371
1372 /* Context activation is done by the caller. */
1373 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1374         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1375 {
1376     unsigned int i;
1377
1378     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1379     {
1380         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1381         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1382         quirk_table[i].apply(gl_info);
1383     }
1384
1385     /* Find out if PBOs work as they are supposed to. */
1386     test_pbo_functionality(gl_info);
1387 }
1388
1389 static DWORD wined3d_parse_gl_version(const char *gl_version)
1390 {
1391     const char *ptr = gl_version;
1392     int major, minor;
1393
1394     major = atoi(ptr);
1395     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1396
1397     while (isdigit(*ptr)) ++ptr;
1398     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1399
1400     minor = atoi(ptr);
1401
1402     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1403
1404     return MAKEDWORD_VERSION(major, minor);
1405 }
1406
1407 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1408         const char *gl_vendor_string, const char *gl_renderer)
1409 {
1410
1411     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1412      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1413      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1414      *
1415      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1416      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1417      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1418      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1419      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1420      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1421      * DirectDraw, not OpenGL. */
1422     if (gl_info->supported[APPLE_FENCE]
1423             && gl_info->supported[APPLE_CLIENT_STORAGE]
1424             && gl_info->supported[APPLE_FLUSH_RENDER]
1425             && gl_info->supported[APPLE_YCBCR_422])
1426         return GL_VENDOR_APPLE;
1427
1428     if (strstr(gl_vendor_string, "NVIDIA"))
1429         return GL_VENDOR_NVIDIA;
1430
1431     if (strstr(gl_vendor_string, "ATI"))
1432         return GL_VENDOR_FGLRX;
1433
1434     if (strstr(gl_vendor_string, "Intel(R)")
1435             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1436             || strstr(gl_renderer, "Intel")
1437             || strstr(gl_vendor_string, "Intel Inc."))
1438         return GL_VENDOR_INTEL;
1439
1440     if (strstr(gl_vendor_string, "Mesa")
1441             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1442             || strstr(gl_vendor_string, "DRI R300 Project")
1443             || strstr(gl_vendor_string, "X.Org R300 Project")
1444             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1445             || strstr(gl_vendor_string, "VMware, Inc.")
1446             || strstr(gl_renderer, "Mesa")
1447             || strstr(gl_renderer, "Gallium"))
1448         return GL_VENDOR_MESA;
1449
1450     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1451             debugstr_a(gl_vendor_string));
1452
1453     return GL_VENDOR_UNKNOWN;
1454 }
1455
1456 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1457 {
1458     if (strstr(gl_vendor_string, "NVIDIA")
1459             || strstr(gl_vendor_string, "nouveau"))
1460         return HW_VENDOR_NVIDIA;
1461
1462     if (strstr(gl_vendor_string, "ATI")
1463             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1464             || strstr(gl_vendor_string, "X.Org R300 Project")
1465             || strstr(gl_renderer, "AMD")
1466             || strstr(gl_renderer, "R100")
1467             || strstr(gl_renderer, "R200")
1468             || strstr(gl_renderer, "R300")
1469             || strstr(gl_renderer, "R600")
1470             || strstr(gl_renderer, "R700"))
1471         return HW_VENDOR_AMD;
1472
1473     if (strstr(gl_vendor_string, "Intel(R)")
1474             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1475             || strstr(gl_renderer, "Intel")
1476             || strstr(gl_vendor_string, "Intel Inc."))
1477         return HW_VENDOR_INTEL;
1478
1479     if (strstr(gl_vendor_string, "Mesa")
1480             || strstr(gl_vendor_string, "Brian Paul")
1481             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1482             || strstr(gl_vendor_string, "VMware, Inc."))
1483         return HW_VENDOR_SOFTWARE;
1484
1485     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1486
1487     return HW_VENDOR_NVIDIA;
1488 }
1489
1490 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1491 {
1492     UINT level = 0;
1493
1494     if (gl_info->supported[ARB_MULTITEXTURE])
1495         level = 6;
1496     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1497             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1498             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1499         level = 7;
1500     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1501             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1502         level = 8;
1503     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1504             && gl_info->supported[ARB_VERTEX_SHADER])
1505         level = 9;
1506     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1507         level = 10;
1508
1509     return level;
1510 }
1511
1512 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1513         const char *gl_renderer)
1514 {
1515     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1516     unsigned int i;
1517
1518     if (d3d_level >= 10)
1519     {
1520         static const struct
1521         {
1522             const char *renderer;
1523             enum wined3d_pci_device id;
1524         }
1525         cards[] =
1526         {
1527             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1528             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1529             {"GTX 560 Ti",  CARD_NVIDIA_GEFORCE_GTX560TI},  /* Geforce 500 - midend */
1530             {"GTX 560",     CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1531             {"GT 555M",     CARD_NVIDIA_GEFORCE_GT555M},    /* Geforce 500 - midend mobile */
1532             {"GTX 550 Ti",  CARD_NVIDIA_GEFORCE_GTX550},    /* Geforce 500 - midend */
1533             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1534             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1535             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1536             {"GTX 460M",    CARD_NVIDIA_GEFORCE_GTX460M},   /* Geforce 400 - highend mobile */
1537             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1538             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1539             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1540             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1541             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1542             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1543             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1544             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1545             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1546             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1547             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1548             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1549             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1550             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1551             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1552             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1553             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1554             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1555             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1556             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1557             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1558             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1559             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1560             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1561             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1562             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1563             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1564             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1565             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1566             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1567             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1568             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1569             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1570             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1571             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1572             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1573             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1574             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1575             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1576             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1577             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1578             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1579             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1580             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1581             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1582         };
1583
1584         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1585         {
1586             if (strstr(gl_renderer, cards[i].renderer))
1587                 return cards[i].id;
1588         }
1589
1590         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1591         return CARD_NVIDIA_GEFORCE_8300GS;
1592     }
1593
1594     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1595      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1596      */
1597     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1598     {
1599         static const struct
1600         {
1601             const char *renderer;
1602             enum wined3d_pci_device id;
1603         }
1604         cards[] =
1605         {
1606             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1607             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1608             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1609             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1610             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1611             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1612             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1613             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1614             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1615             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1616             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1617             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1618             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1619         };
1620
1621         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1622         {
1623             if (strstr(gl_renderer, cards[i].renderer))
1624                 return cards[i].id;
1625         }
1626
1627         /* Geforce 6/7 - lowend */
1628         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1629     }
1630
1631     if (d3d_level >= 9)
1632     {
1633         /* GeforceFX - highend */
1634         if (strstr(gl_renderer, "5800")
1635                 || strstr(gl_renderer, "5900")
1636                 || strstr(gl_renderer, "5950")
1637                 || strstr(gl_renderer, "Quadro FX"))
1638         {
1639             return CARD_NVIDIA_GEFORCEFX_5800;
1640         }
1641
1642         /* GeforceFX - midend */
1643         if (strstr(gl_renderer, "5600")
1644                 || strstr(gl_renderer, "5650")
1645                 || strstr(gl_renderer, "5700")
1646                 || strstr(gl_renderer, "5750"))
1647         {
1648             return CARD_NVIDIA_GEFORCEFX_5600;
1649         }
1650
1651         /* GeforceFX - lowend */
1652         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1653     }
1654
1655     if (d3d_level >= 8)
1656     {
1657         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1658         {
1659             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1660         }
1661
1662         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1663     }
1664
1665     if (d3d_level >= 7)
1666     {
1667         if (strstr(gl_renderer, "GeForce4 MX"))
1668         {
1669             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1670         }
1671
1672         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1673         {
1674             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1675         }
1676
1677         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1678         {
1679             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1680         }
1681
1682         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1683     }
1684
1685     if (strstr(gl_renderer, "TNT2"))
1686     {
1687         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1688     }
1689
1690     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1691 }
1692
1693 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1694         const char *gl_renderer)
1695 {
1696     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1697
1698     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1699      *
1700      * Beware: renderer string do not match exact card model,
1701      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1702     if (d3d_level >= 10)
1703     {
1704         unsigned int i;
1705
1706         static const struct
1707         {
1708             const char *renderer;
1709             enum wined3d_pci_device id;
1710         }
1711         cards[] =
1712         {
1713             /* Northern Islands */
1714             {"HD 6900", CARD_AMD_RADEON_HD6900},
1715             {"HD 6800", CARD_AMD_RADEON_HD6800},
1716             {"HD 6630M",CARD_AMD_RADEON_HD6600M},
1717             {"HD 6600M",CARD_AMD_RADEON_HD6600M},
1718             {"HD 6600", CARD_AMD_RADEON_HD6600},
1719             {"HD 6500M",CARD_AMD_RADEON_HD6600M},
1720             {"HD 6500", CARD_AMD_RADEON_HD6600},
1721             {"HD 6400", CARD_AMD_RADEON_HD6400},
1722             {"HD 6300", CARD_AMD_RADEON_HD6300},
1723             {"HD 6200", CARD_AMD_RADEON_HD6300},
1724             /* Evergreen */
1725             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1726             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1727             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1728             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1729             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1730             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1731             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1732             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1733             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1734             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1735             /* R700 */
1736             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1737             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1738             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1739             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1740             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1741             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1742             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1743             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1744             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1745             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1746             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1747             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1748             /* R600/R700 integrated */
1749             {"HD 3300", CARD_AMD_RADEON_HD3200},
1750             {"HD 3200", CARD_AMD_RADEON_HD3200},
1751             {"HD 3100", CARD_AMD_RADEON_HD3200},
1752             /* R600 */
1753             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1754             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1755             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1756             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1757             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1758             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1759             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1760             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1761             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1762             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1763             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1764             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1765             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1766         };
1767
1768         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1769         {
1770             if (strstr(gl_renderer, cards[i].renderer))
1771                 return cards[i].id;
1772         }
1773
1774         /* Default for when no GPU has been found */
1775         return CARD_AMD_RADEON_HD3200;
1776     }
1777
1778     if (d3d_level >= 9)
1779     {
1780         /* Radeon R5xx */
1781         if (strstr(gl_renderer, "X1600")
1782                 || strstr(gl_renderer, "X1650")
1783                 || strstr(gl_renderer, "X1800")
1784                 || strstr(gl_renderer, "X1900")
1785                 || strstr(gl_renderer, "X1950"))
1786         {
1787             return CARD_AMD_RADEON_X1600;
1788         }
1789
1790         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1791          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1792         if (strstr(gl_renderer, "X700")
1793                 || strstr(gl_renderer, "X800")
1794                 || strstr(gl_renderer, "X850")
1795                 || strstr(gl_renderer, "X1300")
1796                 || strstr(gl_renderer, "X1400")
1797                 || strstr(gl_renderer, "X1450")
1798                 || strstr(gl_renderer, "X1550")
1799                 || strstr(gl_renderer, "X2300")
1800                 || strstr(gl_renderer, "X2500")
1801                 || strstr(gl_renderer, "HD 2300")
1802                 )
1803         {
1804             return CARD_AMD_RADEON_X700;
1805         }
1806
1807         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1808         if (strstr(gl_renderer, "Radeon Xpress"))
1809         {
1810             return CARD_AMD_RADEON_XPRESS_200M;
1811         }
1812
1813         /* Radeon R3xx */
1814         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1815     }
1816
1817     if (d3d_level >= 8)
1818         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1819
1820     if (d3d_level >= 7)
1821         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1822
1823     return CARD_AMD_RAGE_128PRO;
1824 }
1825
1826 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1827         const char *gl_renderer)
1828 {
1829     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1830     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1831     {
1832         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1833         return CARD_INTEL_X3100;
1834     }
1835
1836     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1837     {
1838         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1839         return CARD_INTEL_I945GM;
1840     }
1841
1842     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1843     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1844     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1845     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1846     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1847     return CARD_INTEL_I915G;
1848
1849 }
1850
1851 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1852         const char *gl_renderer)
1853 {
1854     UINT d3d_level;
1855     unsigned int i;
1856
1857     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1858      *
1859      * Beware: renderer string do not match exact card model,
1860      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1861     if (strstr(gl_renderer, "Gallium"))
1862     {
1863         /* 20101109 - These are never returned by current Gallium radeon
1864          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1865          *
1866          * These are returned but not handled: RC410, RV380. */
1867         static const struct
1868         {
1869             const char *renderer;
1870             enum wined3d_pci_device id;
1871         }
1872         cards[] =
1873         {
1874             /* Northern Islands */
1875             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1876             {"BARTS",   CARD_AMD_RADEON_HD6800},
1877             {"TURKS",   CARD_AMD_RADEON_HD6600},
1878             {"SUMO2",   CARD_AMD_RADEON_HD6410D},   /* SUMO2 first, because we do a strstr(). */
1879             {"SUMO",    CARD_AMD_RADEON_HD6550D},
1880             {"CAICOS",  CARD_AMD_RADEON_HD6400},
1881             {"PALM",    CARD_AMD_RADEON_HD6300},
1882             /* Evergreen */
1883             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1884             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1885             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1886             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1887             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1888             /* R700 */
1889             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1890             {"RV790",   CARD_AMD_RADEON_HD4800},
1891             {"RV770",   CARD_AMD_RADEON_HD4800},
1892             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1893             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1894             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1895             /* R600/R700 integrated */
1896             {"RS880",   CARD_AMD_RADEON_HD3200},
1897             {"RS780",   CARD_AMD_RADEON_HD3200},
1898             /* R600 */
1899             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1900             {"R600",    CARD_AMD_RADEON_HD2900},
1901             {"RV670",   CARD_AMD_RADEON_HD2900},
1902             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1903             {"RV630",   CARD_AMD_RADEON_HD2600},
1904             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1905             {"RV610",   CARD_AMD_RADEON_HD2350},
1906             /* R500 */
1907             {"R580",    CARD_AMD_RADEON_X1600},
1908             {"R520",    CARD_AMD_RADEON_X1600},
1909             {"RV570",   CARD_AMD_RADEON_X1600},
1910             {"RV560",   CARD_AMD_RADEON_X1600},
1911             {"RV535",   CARD_AMD_RADEON_X1600},
1912             {"RV530",   CARD_AMD_RADEON_X1600},
1913             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1914             {"RV515",   CARD_AMD_RADEON_X700},
1915             /* R400 */
1916             {"R481",    CARD_AMD_RADEON_X700},
1917             {"R480",    CARD_AMD_RADEON_X700},
1918             {"R430",    CARD_AMD_RADEON_X700},
1919             {"R423",    CARD_AMD_RADEON_X700},
1920             {"R420",    CARD_AMD_RADEON_X700},
1921             {"R410",    CARD_AMD_RADEON_X700},
1922             {"RV410",   CARD_AMD_RADEON_X700},
1923             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1924             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1925             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1926             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1927             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1928             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1929             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1930             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1931             /* R300 */
1932             {"R360",    CARD_AMD_RADEON_9500},
1933             {"R350",    CARD_AMD_RADEON_9500},
1934             {"R300",    CARD_AMD_RADEON_9500},
1935             {"RV370",   CARD_AMD_RADEON_9500},
1936             {"RV360",   CARD_AMD_RADEON_9500},
1937             {"RV351",   CARD_AMD_RADEON_9500},
1938             {"RV350",   CARD_AMD_RADEON_9500},
1939         };
1940
1941         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1942         {
1943             if (strstr(gl_renderer, cards[i].renderer))
1944                 return cards[i].id;
1945         }
1946     }
1947
1948     d3d_level = d3d_level_from_gl_info(gl_info);
1949     if (d3d_level >= 10)
1950         return CARD_AMD_RADEON_HD2600;
1951
1952     if (d3d_level >= 9)
1953     {
1954         static const struct
1955         {
1956             const char *renderer;
1957             enum wined3d_pci_device id;
1958         }
1959         cards[] =
1960         {
1961             /* R700 */
1962             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1963             {"(RV790",  CARD_AMD_RADEON_HD4800},
1964             {"(RV770",  CARD_AMD_RADEON_HD4800},
1965             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1966             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1967             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1968             /* R600/R700 integrated */
1969             {"RS880",   CARD_AMD_RADEON_HD3200},
1970             {"RS780",   CARD_AMD_RADEON_HD3200},
1971             /* R600 */
1972             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1973             {"(R600",   CARD_AMD_RADEON_HD2900},
1974             {"(RV670",  CARD_AMD_RADEON_HD2900},
1975             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1976             {"(RV630",  CARD_AMD_RADEON_HD2600},
1977             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1978             {"(RV610",  CARD_AMD_RADEON_HD2350},
1979         };
1980
1981         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1982         {
1983             if (strstr(gl_renderer, cards[i].renderer))
1984                 return cards[i].id;
1985         }
1986
1987         return CARD_AMD_RADEON_9500;
1988     }
1989
1990     if (d3d_level >= 8)
1991         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1992
1993     if (d3d_level >= 7)
1994         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1995
1996     return CARD_AMD_RAGE_128PRO;
1997 }
1998
1999 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2000         const char *gl_renderer)
2001 {
2002     UINT d3d_level;
2003
2004     if (strstr(gl_renderer, "Gallium"))
2005     {
2006         unsigned int i;
2007
2008         static const struct
2009         {
2010             const char *renderer;
2011             enum wined3d_pci_device id;
2012         }
2013         cards[] =
2014         {
2015             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
2016             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
2017             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
2018             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
2019             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
2020             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
2021             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
2022             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
2023             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
2024             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
2025             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
2026             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
2027             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
2028             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
2029             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
2030             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
2031             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
2032             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
2033             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
2034             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
2035             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
2036             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
2037             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
2038             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
2039             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
2040             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
2041             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
2042             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
2043             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
2044             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
2045             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
2046             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
2047             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
2048             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
2049             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
2050             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
2051             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
2052             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
2053             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
2054             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
2055             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
2056             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
2057             {"NV20",    CARD_NVIDIA_GEFORCE3},
2058             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
2059             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
2060             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
2061             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
2062             {"NV16",    CARD_NVIDIA_GEFORCE2},
2063             {"NV15",    CARD_NVIDIA_GEFORCE2},
2064             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
2065             {"NV10",    CARD_NVIDIA_GEFORCE},
2066             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
2067             {"NV04",    CARD_NVIDIA_RIVA_TNT},
2068             {"NV03",    CARD_NVIDIA_RIVA_128},
2069         };
2070
2071         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2072         {
2073             if (strstr(gl_renderer, cards[i].renderer))
2074                 return cards[i].id;
2075         }
2076     }
2077
2078     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2079
2080     d3d_level = d3d_level_from_gl_info(gl_info);
2081     if (d3d_level >= 9)
2082         return CARD_NVIDIA_GEFORCEFX_5600;
2083     if (d3d_level >= 8)
2084         return CARD_NVIDIA_GEFORCE3;
2085     if (d3d_level >= 7)
2086         return CARD_NVIDIA_GEFORCE;
2087     if (d3d_level >= 6)
2088         return CARD_NVIDIA_RIVA_TNT;
2089     return CARD_NVIDIA_RIVA_128;
2090 }
2091
2092
2093 struct vendor_card_selection
2094 {
2095     enum wined3d_gl_vendor gl_vendor;
2096     enum wined3d_pci_vendor card_vendor;
2097     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2098     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2099 };
2100
2101 static const struct vendor_card_selection vendor_card_select_table[] =
2102 {
2103     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2104     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2105     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2106     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2107     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2108     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2109     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2110     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2111     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2112 };
2113
2114
2115 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2116         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2117 {
2118     UINT d3d_level;
2119
2120     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2121      * different GPUs with roughly the same features. In most cases GPUs from a
2122      * certain family differ in clockspeeds, the amount of video memory and the
2123      * number of shader pipelines.
2124      *
2125      * A Direct3D device object contains the PCI id (vendor + device) of the
2126      * videocard which is used for rendering. Various applications use this
2127      * information to get a rough estimation of the features of the card and
2128      * some might use it for enabling 3d effects only on certain types of
2129      * videocards. In some cases games might even use it to work around bugs
2130      * which happen on certain videocards/driver combinations. The problem is
2131      * that OpenGL only exposes a rendering string containing the name of the
2132      * videocard and not the PCI id.
2133      *
2134      * Various games depend on the PCI id, so somehow we need to provide one.
2135      * A simple option is to parse the renderer string and translate this to
2136      * the right PCI id. This is a lot of work because there are more than 200
2137      * GPUs just for Nvidia. Various cards share the same renderer string, so
2138      * the amount of code might be 'small' but there are quite a number of
2139      * exceptions which would make this a pain to maintain. Another way would
2140      * be to query the PCI id from the operating system (assuming this is the
2141      * videocard which is used for rendering which is not always the case).
2142      * This would work but it is not very portable. Second it would not work
2143      * well in, let's say, a remote X situation in which the amount of 3d
2144      * features which can be used is limited.
2145      *
2146      * As said most games only use the PCI id to get an indication of the
2147      * capabilities of the card. It doesn't really matter if the given id is
2148      * the correct one if we return the id of a card with similar 3d features.
2149      *
2150      * The code below checks the OpenGL capabilities of a videocard and matches
2151      * that to a certain level of Direct3D functionality. Once a card passes
2152      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2153      * least a GeforceFX. To give a better estimate we do a basic check on the
2154      * renderer string but if that won't pass we return a default card. This
2155      * way is better than maintaining a full card database as even without a
2156      * full database we can return a card with similar features. Second the
2157      * size of the database can be made quite small because when you know what
2158      * type of 3d functionality a card has, you know to which GPU family the
2159      * GPU must belong. Because of this you only have to check a small part of
2160      * the renderer string to distinguishes between different models from that
2161      * family.
2162      *
2163      * The code also selects a default amount of video memory which we will
2164      * use for an estimation of the amount of free texture memory. In case of
2165      * real D3D the amount of texture memory includes video memory and system
2166      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2167      * HyperMemory). We don't know how much system memory can be addressed by
2168      * the system but we can make a reasonable estimation about the amount of
2169      * video memory. If the value is slightly wrong it doesn't matter as we
2170      * didn't include AGP-like memory which makes the amount of addressable
2171      * memory higher and second OpenGL isn't that critical it moves to system
2172      * memory behind our backs if really needed. Note that the amount of video
2173      * memory can be overruled using a registry setting. */
2174
2175     int i;
2176
2177     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2178     {
2179         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2180             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2181                 continue;
2182         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2183         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2184     }
2185
2186     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2187                      *gl_vendor, *card_vendor);
2188
2189     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2190      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2191      * them a good generic choice. */
2192     *card_vendor = HW_VENDOR_NVIDIA;
2193     d3d_level = d3d_level_from_gl_info(gl_info);
2194     if (d3d_level >= 9)
2195         return CARD_NVIDIA_GEFORCEFX_5600;
2196     if (d3d_level >= 8)
2197         return CARD_NVIDIA_GEFORCE3;
2198     if (d3d_level >= 7)
2199         return CARD_NVIDIA_GEFORCE;
2200     if (d3d_level >= 6)
2201         return CARD_NVIDIA_RIVA_TNT;
2202     return CARD_NVIDIA_RIVA_128;
2203 }
2204
2205 static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info)
2206 {
2207     int vs_selected_mode, ps_selected_mode;
2208
2209     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2210     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2211             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2212     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2213     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2214             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2215     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2216     else return &ffp_fragment_pipeline;
2217 }
2218
2219 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2220 {
2221     int vs_selected_mode, ps_selected_mode;
2222
2223     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2224     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2225     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2226     return &none_shader_backend;
2227 }
2228
2229 static const struct blit_shader *select_blit_implementation(const struct wined3d_gl_info *gl_info)
2230 {
2231     int vs_selected_mode, ps_selected_mode;
2232
2233     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2234     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2235             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2236     else return &ffp_blit;
2237 }
2238
2239 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2240 {
2241     DWORD ver;
2242
2243 #define USE_GL_FUNC(type, pfn, ext, replace) \
2244     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2245     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2246     else gl_info->pfn = NULL;
2247
2248     GL_EXT_FUNCS_GEN;
2249 #undef USE_GL_FUNC
2250
2251 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2252     WGL_EXT_FUNCS_GEN;
2253 #undef USE_GL_FUNC
2254 }
2255
2256 /* Context activation is done by the caller. */
2257 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2258 {
2259     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2260     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2261     const char *GL_Extensions    = NULL;
2262     const char *WGL_Extensions   = NULL;
2263     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2264     struct fragment_caps fragment_caps;
2265     enum wined3d_gl_vendor gl_vendor;
2266     enum wined3d_pci_vendor card_vendor;
2267     enum wined3d_pci_device device;
2268     GLint       gl_max;
2269     GLfloat     gl_floatv[2];
2270     unsigned    i;
2271     HDC         hdc;
2272     DWORD gl_version;
2273     size_t len;
2274
2275     TRACE_(d3d_caps)("(%p)\n", gl_info);
2276
2277     ENTER_GL();
2278
2279     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2280     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2281     if (!gl_renderer_str)
2282     {
2283         LEAVE_GL();
2284         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2285         return FALSE;
2286     }
2287
2288     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2289     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2290     if (!gl_vendor_str)
2291     {
2292         LEAVE_GL();
2293         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2294         return FALSE;
2295     }
2296
2297     /* Parse the GL_VERSION field into major and minor information */
2298     gl_version_str = (const char *)glGetString(GL_VERSION);
2299     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2300     if (!gl_version_str)
2301     {
2302         LEAVE_GL();
2303         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2304         return FALSE;
2305     }
2306     gl_version = wined3d_parse_gl_version(gl_version_str);
2307
2308     /*
2309      * Initialize openGL extension related variables
2310      *  with Default values
2311      */
2312     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2313     gl_info->limits.blends = 1;
2314     gl_info->limits.buffers = 1;
2315     gl_info->limits.textures = 1;
2316     gl_info->limits.texture_coords = 1;
2317     gl_info->limits.fragment_samplers = 1;
2318     gl_info->limits.vertex_samplers = 0;
2319     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2320     gl_info->limits.sampler_stages = 1;
2321     gl_info->limits.vertex_attribs = 16;
2322     gl_info->limits.glsl_vs_float_constants = 0;
2323     gl_info->limits.glsl_ps_float_constants = 0;
2324     gl_info->limits.arb_vs_float_constants = 0;
2325     gl_info->limits.arb_vs_native_constants = 0;
2326     gl_info->limits.arb_vs_instructions = 0;
2327     gl_info->limits.arb_vs_temps = 0;
2328     gl_info->limits.arb_ps_float_constants = 0;
2329     gl_info->limits.arb_ps_local_constants = 0;
2330     gl_info->limits.arb_ps_instructions = 0;
2331     gl_info->limits.arb_ps_temps = 0;
2332
2333     /* Retrieve opengl defaults */
2334     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2335     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2336     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2337
2338     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2339     gl_info->limits.lights = gl_max;
2340     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2341
2342     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2343     gl_info->limits.texture_size = gl_max;
2344     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2345
2346     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2347     gl_info->limits.pointsize_min = gl_floatv[0];
2348     gl_info->limits.pointsize_max = gl_floatv[1];
2349     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2350
2351     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2352     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2353     if (!GL_Extensions)
2354     {
2355         LEAVE_GL();
2356         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2357         return FALSE;
2358     }
2359
2360     LEAVE_GL();
2361
2362     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2363
2364     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2365
2366     while (*GL_Extensions)
2367     {
2368         const char *start;
2369
2370         while (isspace(*GL_Extensions)) ++GL_Extensions;
2371         start = GL_Extensions;
2372         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2373
2374         len = GL_Extensions - start;
2375         if (!len) continue;
2376
2377         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2378
2379         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2380         {
2381             if (len == strlen(EXTENSION_MAP[i].extension_string)
2382                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2383             {
2384                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2385                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2386                 break;
2387             }
2388         }
2389     }
2390
2391     /* Now work out what GL support this card really has */
2392     load_gl_funcs( gl_info, gl_version );
2393
2394     ENTER_GL();
2395
2396     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2397      * loading the functions, otherwise the code above will load the extension entry points instead of the
2398      * core functions, which may not work. */
2399     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2400     {
2401         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2402                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2403         {
2404             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2405             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2406         }
2407     }
2408
2409     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2410
2411     if (gl_info->supported[APPLE_FENCE])
2412     {
2413         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2414          * The apple extension interacts with some other apple exts. Disable the NV
2415          * extension if the apple one is support to prevent confusion in other parts
2416          * of the code. */
2417         gl_info->supported[NV_FENCE] = FALSE;
2418     }
2419     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2420     {
2421         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2422          *
2423          * The enums are the same:
2424          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2425          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2426          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2427          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2428          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2429          */
2430         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2431         {
2432             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2433             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2434         }
2435         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2436         {
2437             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2438             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2439         }
2440     }
2441     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2442     {
2443         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2444          * functionality. Prefer the ARB extension */
2445         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2446     }
2447     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2448     {
2449         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2450         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2451     }
2452     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2453     {
2454         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2455         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2456     }
2457     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2458     {
2459         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2460         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2461     }
2462     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2463     {
2464         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2465         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2466     }
2467     if (gl_info->supported[NV_TEXTURE_SHADER2])
2468     {
2469         if (gl_info->supported[NV_REGISTER_COMBINERS])
2470         {
2471             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2472              * are supported. The nv extensions provide the same functionality as the
2473              * ATI one, and a bit more(signed pixelformats). */
2474             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2475         }
2476     }
2477
2478     if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2479     {
2480         glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2481         TRACE_(d3d_caps)("Minimum buffer map alignment: %d.\n", gl_max);
2482     }
2483     else
2484     {
2485         WARN_(d3d_caps)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2486     }
2487     if (gl_info->supported[NV_REGISTER_COMBINERS])
2488     {
2489         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2490         gl_info->limits.general_combiners = gl_max;
2491         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2492     }
2493     if (gl_info->supported[ARB_DRAW_BUFFERS])
2494     {
2495         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2496         gl_info->limits.buffers = gl_max;
2497         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2498     }
2499     if (gl_info->supported[ARB_MULTITEXTURE])
2500     {
2501         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2502         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2503         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2504         glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2505         gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2506         TRACE_(d3d_caps)("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2507
2508         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2509         {
2510             GLint tmp;
2511             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2512             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2513         }
2514         else
2515         {
2516             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2517         }
2518         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2519
2520         if (gl_info->supported[ARB_VERTEX_SHADER])
2521         {
2522             GLint tmp;
2523             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2524             gl_info->limits.vertex_samplers = tmp;
2525             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2526             gl_info->limits.combined_samplers = tmp;
2527             glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &tmp);
2528             gl_info->limits.vertex_attribs = tmp;
2529
2530             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2531              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2532              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2533              * shader is used with fixed function vertex processing we're fine too because fixed function
2534              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2535              * used we have to make sure that all vertex sampler setups are valid together with all
2536              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2537              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2538              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2539              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2540              * a fixed function pipeline anymore.
2541              *
2542              * So this is just a check to check that our assumption holds true. If not, write a warning
2543              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2544             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2545                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2546             {
2547                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2548                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2549                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2550                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2551                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2552                 else
2553                     gl_info->limits.vertex_samplers = 0;
2554             }
2555         }
2556         else
2557         {
2558             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2559         }
2560         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2561         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2562     }
2563     if (gl_info->supported[ARB_VERTEX_BLEND])
2564     {
2565         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2566         gl_info->limits.blends = gl_max;
2567         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2568     }
2569     if (gl_info->supported[EXT_TEXTURE3D])
2570     {
2571         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2572         gl_info->limits.texture3d_size = gl_max;
2573         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2574     }
2575     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2576     {
2577         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2578         gl_info->limits.anisotropy = gl_max;
2579         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2580     }
2581     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2582     {
2583         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2584         gl_info->limits.arb_ps_float_constants = gl_max;
2585         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2586         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2587         gl_info->limits.arb_ps_native_constants = gl_max;
2588         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2589                 gl_info->limits.arb_ps_native_constants);
2590         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2591         gl_info->limits.arb_ps_temps = gl_max;
2592         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2593         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2594         gl_info->limits.arb_ps_instructions = gl_max;
2595         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2596         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2597         gl_info->limits.arb_ps_local_constants = gl_max;
2598         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2599     }
2600     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2601     {
2602         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2603         gl_info->limits.arb_vs_float_constants = gl_max;
2604         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2605         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2606         gl_info->limits.arb_vs_native_constants = gl_max;
2607         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2608                 gl_info->limits.arb_vs_native_constants);
2609         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2610         gl_info->limits.arb_vs_temps = gl_max;
2611         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2612         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2613         gl_info->limits.arb_vs_instructions = gl_max;
2614         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2615
2616         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2617     }
2618     if (gl_info->supported[ARB_VERTEX_SHADER])
2619     {
2620         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2621         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2622         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2623     }
2624     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2625     {
2626         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2627         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2628         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2629         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2630         gl_info->limits.glsl_varyings = gl_max;
2631         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2632     }
2633     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2634     {
2635         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2636         unsigned int major, minor;
2637
2638         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2639
2640         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2641         sscanf(str, "%u.%u", &major, &minor);
2642         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2643     }
2644     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2645     {
2646         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2647     }
2648     else
2649     {
2650         gl_info->limits.shininess = 128.0f;
2651     }
2652     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2653     {
2654         /* If we have full NP2 texture support, disable
2655          * GL_ARB_texture_rectangle because we will never use it.
2656          * This saves a few redundant glDisable calls. */
2657         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2658     }
2659     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2660     {
2661         /* Disable NV_register_combiners and fragment shader if this is supported.
2662          * generally the NV extensions are preferred over the ATI ones, and this
2663          * extension is disabled if register_combiners and texture_shader2 are both
2664          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2665          * fragment processing support. */
2666         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2667         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2668         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2669         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2670     }
2671     if (gl_info->supported[NV_HALF_FLOAT])
2672     {
2673         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2674         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2675     }
2676     checkGLcall("extension detection");
2677
2678     LEAVE_GL();
2679
2680     adapter->fragment_pipe = select_fragment_implementation(gl_info);
2681     adapter->shader_backend = select_shader_backend(gl_info);
2682     adapter->blitter = select_blit_implementation(gl_info);
2683
2684     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2685     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2686     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2687
2688     /* In some cases the number of texture stages can be larger than the number
2689      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2690      * shaders), but 8 texture stages (register combiners). */
2691     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2692
2693     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2694     {
2695         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2696         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2697         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2698         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2699         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2700         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2701         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2702         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2703         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2704         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2705         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2706         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2707         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2708         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2709         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2710         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2711         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2712         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2713         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2714         if (wined3d_settings.allow_multisampling)
2715         {
2716             glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2717             gl_info->limits.samples = gl_max;
2718         }
2719     }
2720     else
2721     {
2722         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2723         {
2724             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2725             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2726             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2727             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2728             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2729             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2730             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2731             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2732             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2733             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2734             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2735             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2736             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2737             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2738             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2739             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2740             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2741         }
2742         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2743         {
2744             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2745             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2746         }
2747         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2748         {
2749             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2750         }
2751         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2752         {
2753             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2754             if (wined3d_settings.allow_multisampling)
2755             {
2756                 glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
2757                 gl_info->limits.samples = gl_max;
2758             }
2759         }
2760     }
2761
2762     /* MRTs are currently only supported when FBOs are used. */
2763     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2764     {
2765         gl_info->limits.buffers = 1;
2766     }
2767
2768     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2769     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2770     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2771
2772     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2773     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2774
2775     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2776     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2777             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2778     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2779     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2780             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2781     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2782             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2783
2784     /* Make sure there's an active HDC else the WGL extensions will fail */
2785     hdc = pwglGetCurrentDC();
2786     if (hdc) {
2787         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2788         if(GL_EXTCALL(wglGetExtensionsStringARB))
2789             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2790
2791         if (!WGL_Extensions)
2792         {
2793             ERR("   WGL_Extensions returns NULL\n");
2794         }
2795         else
2796         {
2797             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2798             while (*WGL_Extensions)
2799             {
2800                 const char *Start;
2801                 char ThisExtn[256];
2802
2803                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2804                 Start = WGL_Extensions;
2805                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2806
2807                 len = WGL_Extensions - Start;
2808                 if (!len || len >= sizeof(ThisExtn))
2809                     continue;
2810
2811                 memcpy(ThisExtn, Start, len);
2812                 ThisExtn[len] = '\0';
2813                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2814
2815                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2816                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2817                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2818                 }
2819                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2820                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2821                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2822                 }
2823                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2824                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2825                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2826                 }
2827             }
2828         }
2829     }
2830
2831     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2832     init_driver_info(driver_info, card_vendor, device);
2833     add_gl_compat_wrappers(gl_info);
2834
2835     return TRUE;
2836 }
2837
2838 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2839 {
2840     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2841             wined3d, wined3d->adapter_count);
2842
2843     return wined3d->adapter_count;
2844 }
2845
2846 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2847 {
2848     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2849
2850     return WINED3D_OK;
2851 }
2852
2853 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2854 {
2855     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2856
2857     if (adapter_idx >= wined3d->adapter_count)
2858         return NULL;
2859
2860     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2861 }
2862
2863 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2864      of the same bpp but different resolutions                                  */
2865
2866 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2867 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2868         enum wined3d_format_id format_id)
2869 {
2870     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2871
2872     if (adapter_idx >= wined3d->adapter_count)
2873         return 0;
2874
2875     /* TODO: Store modes per adapter and read it from the adapter structure */
2876     if (!adapter_idx)
2877     {
2878         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2879         UINT format_bits = format->byte_count * CHAR_BIT;
2880         unsigned int i = 0;
2881         unsigned int j = 0;
2882         DEVMODEW mode;
2883
2884         memset(&mode, 0, sizeof(mode));
2885         mode.dmSize = sizeof(mode);
2886
2887         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2888         {
2889             ++j;
2890
2891             if (format_id == WINED3DFMT_UNKNOWN)
2892             {
2893                 /* This is for D3D8, do not enumerate P8 here */
2894                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2895             }
2896             else if (mode.dmBitsPerPel == format_bits)
2897             {
2898                 ++i;
2899             }
2900         }
2901
2902         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2903
2904         return i;
2905     }
2906     else
2907     {
2908         FIXME_(d3d_caps)("Adapter not primary display.\n");
2909     }
2910
2911     return 0;
2912 }
2913
2914 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2915 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2916         enum wined3d_format_id format_id, UINT mode_idx, struct wined3d_display_mode *mode)
2917 {
2918     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2919             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2920
2921     /* Validate the parameters as much as possible */
2922     if (!mode || adapter_idx >= wined3d->adapter_count
2923             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2924     {
2925         return WINED3DERR_INVALIDCALL;
2926     }
2927
2928     /* TODO: Store modes per adapter and read it from the adapter structure */
2929     if (!adapter_idx)
2930     {
2931         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2932         UINT format_bits = format->byte_count * CHAR_BIT;
2933         DEVMODEW DevModeW;
2934         int ModeIdx = 0;
2935         UINT i = 0;
2936         int j = 0;
2937
2938         ZeroMemory(&DevModeW, sizeof(DevModeW));
2939         DevModeW.dmSize = sizeof(DevModeW);
2940
2941         /* If we are filtering to a specific format (D3D9), then need to skip
2942            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2943            just count through the ones with valid bit depths */
2944         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2945         {
2946             if (format_id == WINED3DFMT_UNKNOWN)
2947             {
2948                 /* This is for D3D8, do not enumerate P8 here */
2949                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2950             }
2951             else if (DevModeW.dmBitsPerPel == format_bits)
2952             {
2953                 ++i;
2954             }
2955         }
2956
2957         if (!i)
2958         {
2959             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2960             return WINED3DERR_INVALIDCALL;
2961         }
2962         ModeIdx = j - 1;
2963
2964         /* Now get the display mode via the calculated index */
2965         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2966         {
2967             mode->width = DevModeW.dmPelsWidth;
2968             mode->height = DevModeW.dmPelsHeight;
2969             mode->refresh_rate = DEFAULT_REFRESH_RATE;
2970             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2971                 mode->refresh_rate = DevModeW.dmDisplayFrequency;
2972
2973             if (format_id == WINED3DFMT_UNKNOWN)
2974                 mode->format_id = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2975             else
2976                 mode->format_id = format_id;
2977         }
2978         else
2979         {
2980             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2981             return WINED3DERR_INVALIDCALL;
2982         }
2983
2984         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2985                 mode->width, mode->height, mode->refresh_rate, mode->format_id,
2986                 debug_d3dformat(mode->format_id), DevModeW.dmBitsPerPel);
2987     }
2988     else
2989     {
2990         FIXME_(d3d_caps)("Adapter not primary display\n");
2991     }
2992
2993     return WINED3D_OK;
2994 }
2995
2996 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2997         struct wined3d_display_mode *mode)
2998 {
2999     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
3000
3001     if (!mode || adapter_idx >= wined3d->adapter_count)
3002         return WINED3DERR_INVALIDCALL;
3003
3004     if (!adapter_idx)
3005     {
3006         DEVMODEW DevModeW;
3007         unsigned int bpp;
3008
3009         ZeroMemory(&DevModeW, sizeof(DevModeW));
3010         DevModeW.dmSize = sizeof(DevModeW);
3011
3012         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
3013         mode->width = DevModeW.dmPelsWidth;
3014         mode->height = DevModeW.dmPelsHeight;
3015         bpp = DevModeW.dmBitsPerPel;
3016         mode->refresh_rate = DEFAULT_REFRESH_RATE;
3017         if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
3018             mode->refresh_rate = DevModeW.dmDisplayFrequency;
3019         mode->format_id = pixelformat_for_depth(bpp);
3020     }
3021     else
3022     {
3023         FIXME_(d3d_caps)("Adapter not primary display\n");
3024     }
3025
3026     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->width,
3027           mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
3028     return WINED3D_OK;
3029 }
3030
3031 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3032    and fields being inserted in the middle, a new structure is used in place    */
3033 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
3034         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
3035 {
3036     const struct wined3d_adapter *adapter;
3037     size_t len;
3038
3039     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
3040             wined3d, adapter_idx, flags, identifier);
3041
3042     if (adapter_idx >= wined3d->adapter_count)
3043         return WINED3DERR_INVALIDCALL;
3044
3045     adapter = &wined3d->adapters[adapter_idx];
3046
3047     /* Return the information requested */
3048     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3049
3050     if (identifier->driver_size)
3051     {
3052         const char *name = adapter->driver_info.name;
3053         len = min(strlen(name), identifier->driver_size - 1);
3054         memcpy(identifier->driver, name, len);
3055         identifier->driver[len] = '\0';
3056     }
3057
3058     if (identifier->description_size)
3059     {
3060         const char *description = adapter->driver_info.description;
3061         len = min(strlen(description), identifier->description_size - 1);
3062         memcpy(identifier->description, description, len);
3063         identifier->description[len] = '\0';
3064     }
3065
3066     /* Note that d3d8 doesn't supply a device name. */
3067     if (identifier->device_name_size)
3068     {
3069         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3070
3071         len = strlen(device_name);
3072         if (len >= identifier->device_name_size)
3073         {
3074             ERR("Device name size too small.\n");
3075             return WINED3DERR_INVALIDCALL;
3076         }
3077
3078         memcpy(identifier->device_name, device_name, len);
3079         identifier->device_name[len] = '\0';
3080     }
3081
3082     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3083     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3084     identifier->vendor_id = adapter->driver_info.vendor;
3085     identifier->device_id = adapter->driver_info.device;
3086     identifier->subsystem_id = 0;
3087     identifier->revision = 0;
3088     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3089     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3090     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3091     identifier->video_memory = adapter->TextureRam;
3092
3093     return WINED3D_OK;
3094 }
3095
3096 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3097         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3098 {
3099     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3100
3101     /* Float formats need FBOs. If FBOs are used this function isn't called */
3102     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3103
3104     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3105         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3106         {
3107             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3108             return FALSE;
3109         }
3110
3111         if(cfg->redSize < redSize)
3112             return FALSE;
3113
3114         if(cfg->greenSize < greenSize)
3115             return FALSE;
3116
3117         if(cfg->blueSize < blueSize)
3118             return FALSE;
3119
3120         if(cfg->alphaSize < alphaSize)
3121             return FALSE;
3122
3123         return TRUE;
3124     }
3125
3126     /* Probably a RGBA_float or color index mode */
3127     return FALSE;
3128 }
3129
3130 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3131         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3132 {
3133     BYTE depthSize, stencilSize;
3134     BOOL lockable = FALSE;
3135
3136     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3137     {
3138         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3139         return FALSE;
3140     }
3141
3142     /* Float formats need FBOs. If FBOs are used this function isn't called */
3143     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3144
3145     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3146         lockable = TRUE;
3147
3148     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3149      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3150      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3151     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3152         return FALSE;
3153
3154     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3155      * allow more stencil bits than requested. */
3156     if(cfg->stencilSize < stencilSize)
3157         return FALSE;
3158
3159     return TRUE;
3160 }
3161
3162 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3163         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3164         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3165 {
3166     const struct wined3d_format *rt_format;
3167     const struct wined3d_format *ds_format;
3168     const struct wined3d_adapter *adapter;
3169
3170     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3171             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3172             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3173             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3174
3175     if (adapter_idx >= wined3d->adapter_count)
3176         return WINED3DERR_INVALIDCALL;
3177
3178     adapter = &wined3d->adapters[adapter_idx];
3179     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3180     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3181     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3182     {
3183         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3184                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3185         {
3186             TRACE_(d3d_caps)("Formats match.\n");
3187             return WINED3D_OK;
3188         }
3189     }
3190     else
3191     {
3192         const struct wined3d_pixel_format *cfgs;
3193         unsigned int cfg_count;
3194         unsigned int i;
3195
3196         cfgs = adapter->cfgs;
3197         cfg_count = adapter->cfg_count;
3198         for (i = 0; i < cfg_count; ++i)
3199         {
3200             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3201                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3202             {
3203                 TRACE_(d3d_caps)("Formats match.\n");
3204                 return WINED3D_OK;
3205             }
3206         }
3207     }
3208
3209     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3210             debug_d3dformat(render_target_format_id),
3211             debug_d3dformat(depth_stencil_format_id));
3212
3213     return WINED3DERR_NOTAVAILABLE;
3214 }
3215
3216 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3217         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3218         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3219 {
3220     const struct wined3d_gl_info *gl_info;
3221
3222     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3223             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3224             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3225             windowed, multisample_type, quality_levels);
3226
3227     if (adapter_idx >= wined3d->adapter_count)
3228         return WINED3DERR_INVALIDCALL;
3229
3230     gl_info = &wined3d->adapters[adapter_idx].gl_info;
3231
3232     if (multisample_type > gl_info->limits.samples)
3233     {
3234         TRACE("Returning not supported.\n");
3235         if (quality_levels)
3236             *quality_levels = 0;
3237
3238         return WINED3DERR_NOTAVAILABLE;
3239     }
3240
3241     if (quality_levels)
3242     {
3243         if (multisample_type == WINED3DMULTISAMPLE_NONMASKABLE)
3244             /* FIXME: This is probably wrong. */
3245             *quality_levels = gl_info->limits.samples;
3246         else
3247             *quality_levels = 1;
3248     }
3249
3250     return WINED3D_OK;
3251 }
3252
3253 /* Check if we support bumpmapping for a format */
3254 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3255 {
3256     /* Ask the fixed function pipeline implementation if it can deal
3257      * with the conversion. If we've got a GL extension giving native
3258      * support this will be an identity conversion. */
3259     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3260             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3261 }
3262
3263 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3264 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3265         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3266 {
3267     /* Only allow depth/stencil formats */
3268     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3269
3270     /* Blacklist formats not supported on Windows */
3271     switch (ds_format->id)
3272     {
3273         case WINED3DFMT_S1_UINT_D15_UNORM: /* Breaks the shadowvol2 dx7 sdk sample */
3274         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3275             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3276             return FALSE;
3277
3278         default:
3279             break;
3280     }
3281
3282     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3283     {
3284         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3285         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3286     }
3287     else
3288     {
3289         unsigned int i;
3290
3291         /* Walk through all WGL pixel formats to find a match */
3292         for (i = 0; i < adapter->cfg_count; ++i)
3293         {
3294             const struct wined3d_pixel_format *cfg = &adapter->cfgs[i];
3295             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3296                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3297                 return TRUE;
3298         }
3299     }
3300
3301     return FALSE;
3302 }
3303
3304 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3305 {
3306     /* The flags entry of a format contains the filtering capability */
3307     if ((format->flags & WINED3DFMT_FLAG_FILTERING)
3308             || !(adapter->gl_info.quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
3309         return TRUE;
3310
3311     return FALSE;
3312 }
3313
3314 /* Check the render target capabilities of a format */
3315 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3316         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3317 {
3318     /* Filter out non-RT formats */
3319     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3320     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3321     {
3322         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3323         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3324         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3325         unsigned int i;
3326
3327         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3328         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3329
3330         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3331          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3332         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3333             TRACE_(d3d_caps)("[FAILED]\n");
3334             return FALSE;
3335         }
3336
3337         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3338          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3339         for (i = 0; i < adapter->cfg_count; ++i)
3340         {
3341             if (cfgs[i].windowDrawable
3342                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], check_format))
3343             {
3344                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3345                         cfgs[i].iPixelFormat, debug_d3dformat(check_format->id));
3346                 return TRUE;
3347             }
3348         }
3349     }
3350     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3351     {
3352         /* For now return TRUE for FBOs until we have some proper checks.
3353          * Note that this function will only be called when the format is around for texturing. */
3354         return TRUE;
3355     }
3356     return FALSE;
3357 }
3358
3359 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3360 {
3361     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3362 }
3363
3364 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3365 {
3366     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3367      * doing the color fixup in shaders.
3368      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3369     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3370     {
3371         int vs_selected_mode;
3372         int ps_selected_mode;
3373         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3374
3375         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3376             TRACE_(d3d_caps)("[OK]\n");
3377             return TRUE;
3378         }
3379     }
3380
3381     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3382     return FALSE;
3383 }
3384
3385 /* Check if a format support blending in combination with pixel shaders */
3386 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3387         const struct wined3d_format *format)
3388 {
3389     /* The flags entry of a format contains the post pixel shader blending capability */
3390     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3391
3392     return FALSE;
3393 }
3394
3395 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3396 {
3397     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3398      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3399      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3400      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3401      * capability anyway.
3402      *
3403      * For now lets report this on all formats, but in the future we may want to
3404      * restrict it to some should games need that
3405      */
3406     return TRUE;
3407 }
3408
3409 /* Check if a texture format is supported on the given adapter */
3410 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3411 {
3412     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3413
3414     switch (format->id)
3415     {
3416         /*****
3417          *  supported: RGB(A) formats
3418          */
3419         case WINED3DFMT_B8G8R8_UNORM:
3420             TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
3421             return FALSE;
3422         case WINED3DFMT_B8G8R8A8_UNORM:
3423         case WINED3DFMT_B8G8R8X8_UNORM:
3424         case WINED3DFMT_B5G6R5_UNORM:
3425         case WINED3DFMT_B5G5R5X1_UNORM:
3426         case WINED3DFMT_B5G5R5A1_UNORM:
3427         case WINED3DFMT_B4G4R4A4_UNORM:
3428         case WINED3DFMT_A8_UNORM:
3429         case WINED3DFMT_B4G4R4X4_UNORM:
3430         case WINED3DFMT_R8G8B8A8_UNORM:
3431         case WINED3DFMT_R8G8B8X8_UNORM:
3432         case WINED3DFMT_B10G10R10A2_UNORM:
3433         case WINED3DFMT_R10G10B10A2_UNORM:
3434         case WINED3DFMT_R16G16_UNORM:
3435             TRACE_(d3d_caps)("[OK]\n");
3436             return TRUE;
3437
3438         case WINED3DFMT_B2G3R3_UNORM:
3439             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3440             return FALSE;
3441
3442         /*****
3443          *  Not supported: Palettized
3444          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3445          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3446          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3447          */
3448         case WINED3DFMT_P8_UINT:
3449         case WINED3DFMT_P8_UINT_A8_UNORM:
3450             return FALSE;
3451
3452         /*****
3453          *  Supported: (Alpha)-Luminance
3454          */
3455         case WINED3DFMT_L8_UNORM:
3456         case WINED3DFMT_L8A8_UNORM:
3457         case WINED3DFMT_L16_UNORM:
3458             TRACE_(d3d_caps)("[OK]\n");
3459             return TRUE;
3460
3461         /* Not supported on Windows, thus disabled */
3462         case WINED3DFMT_L4A4_UNORM:
3463             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3464             return FALSE;
3465
3466         /*****
3467          *  Supported: Depth/Stencil formats
3468          */
3469         case WINED3DFMT_D16_LOCKABLE:
3470         case WINED3DFMT_D16_UNORM:
3471         case WINED3DFMT_X8D24_UNORM:
3472         case WINED3DFMT_D24_UNORM_S8_UINT:
3473         case WINED3DFMT_S8_UINT_D24_FLOAT:
3474         case WINED3DFMT_D32_UNORM:
3475         case WINED3DFMT_D32_FLOAT:
3476             return TRUE;
3477
3478         case WINED3DFMT_INTZ:
3479             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3480                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3481                 return TRUE;
3482             return FALSE;
3483
3484         /* Not supported on Windows */
3485         case WINED3DFMT_S1_UINT_D15_UNORM:
3486         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3487             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3488             return FALSE;
3489
3490         /*****
3491          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3492          *  GL_NV_texture_shader). Emulated by shaders
3493          */
3494         case WINED3DFMT_R8G8_SNORM:
3495         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3496         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3497         case WINED3DFMT_R8G8B8A8_SNORM:
3498         case WINED3DFMT_R16G16_SNORM:
3499             /* Ask the shader backend if it can deal with the conversion. If
3500              * we've got a GL extension giving native support this will be an
3501              * identity conversion. */
3502             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3503             {
3504                 TRACE_(d3d_caps)("[OK]\n");
3505                 return TRUE;
3506             }
3507             TRACE_(d3d_caps)("[FAILED]\n");
3508             return FALSE;
3509
3510         case WINED3DFMT_DXT1:
3511         case WINED3DFMT_DXT2:
3512         case WINED3DFMT_DXT3:
3513         case WINED3DFMT_DXT4:
3514         case WINED3DFMT_DXT5:
3515             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3516             {
3517                 TRACE_(d3d_caps)("[OK]\n");
3518                 return TRUE;
3519             }
3520             TRACE_(d3d_caps)("[FAILED]\n");
3521             return FALSE;
3522
3523
3524         /*****
3525          *  Odd formats - not supported
3526          */
3527         case WINED3DFMT_VERTEXDATA:
3528         case WINED3DFMT_R16_UINT:
3529         case WINED3DFMT_R32_UINT:
3530         case WINED3DFMT_R16G16B16A16_SNORM:
3531         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3532         case WINED3DFMT_R10G11B11_SNORM:
3533         case WINED3DFMT_R16:
3534         case WINED3DFMT_AL16:
3535             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3536             return FALSE;
3537
3538         /*****
3539          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3540          */
3541         case WINED3DFMT_R8G8_SNORM_Cx:
3542             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3543             return FALSE;
3544
3545         /* YUV formats */
3546         case WINED3DFMT_UYVY:
3547         case WINED3DFMT_YUY2:
3548             if (gl_info->supported[APPLE_YCBCR_422])
3549             {
3550                 TRACE_(d3d_caps)("[OK]\n");
3551                 return TRUE;
3552             }
3553             TRACE_(d3d_caps)("[FAILED]\n");
3554             return FALSE;
3555         case WINED3DFMT_YV12:
3556             TRACE_(d3d_caps)("[FAILED]\n");
3557             return FALSE;
3558
3559         case WINED3DFMT_R16G16B16A16_UNORM:
3560             if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3561             {
3562                 TRACE_(d3d_caps)("[FAILED]\n");
3563                 return FALSE;
3564             }
3565             TRACE_(d3d_caps)("[OK]\n");
3566             return TRUE;
3567
3568             /* Not supported */
3569         case WINED3DFMT_B2G3R3A8_UNORM:
3570             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3571             return FALSE;
3572
3573             /* Floating point formats */
3574         case WINED3DFMT_R16_FLOAT:
3575         case WINED3DFMT_R16G16_FLOAT:
3576         case WINED3DFMT_R16G16B16A16_FLOAT:
3577             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3578             {
3579                 TRACE_(d3d_caps)("[OK]\n");
3580                 return TRUE;
3581             }
3582             TRACE_(d3d_caps)("[FAILED]\n");
3583             return FALSE;
3584
3585         case WINED3DFMT_R32_FLOAT:
3586         case WINED3DFMT_R32G32_FLOAT:
3587         case WINED3DFMT_R32G32B32A32_FLOAT:
3588             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3589             {
3590                 TRACE_(d3d_caps)("[OK]\n");
3591                 return TRUE;
3592             }
3593             TRACE_(d3d_caps)("[FAILED]\n");
3594             return FALSE;
3595
3596         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3597          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3598          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3599          * We can do instancing with all shader versions, but we need vertex shaders.
3600          *
3601          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3602          * to enable instancing. WineD3D doesn't need that and just ignores it.
3603          *
3604          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3605          */
3606         case WINED3DFMT_INST:
3607             TRACE("ATI Instancing check hack\n");
3608             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3609             {
3610                 TRACE_(d3d_caps)("[OK]\n");
3611                 return TRUE;
3612             }
3613             TRACE_(d3d_caps)("[FAILED]\n");
3614             return FALSE;
3615
3616         /* Some weird FOURCC formats */
3617         case WINED3DFMT_R8G8_B8G8:
3618         case WINED3DFMT_G8R8_G8B8:
3619         case WINED3DFMT_MULTI2_ARGB8:
3620             TRACE_(d3d_caps)("[FAILED]\n");
3621             return FALSE;
3622
3623         /* Vendor specific formats */
3624         case WINED3DFMT_ATI2N:
3625             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3626                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3627             {
3628                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3629                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3630                 {
3631                     TRACE_(d3d_caps)("[OK]\n");
3632                     return TRUE;
3633                 }
3634
3635                 TRACE_(d3d_caps)("[OK]\n");
3636                 return TRUE;
3637             }
3638             TRACE_(d3d_caps)("[FAILED]\n");
3639             return FALSE;
3640
3641         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3642          * format MAKEFOURCC('N','V','D','B') is used.
3643          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3644          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3645          * to test value.
3646          */
3647         case WINED3DFMT_NVDB:
3648             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3649             {
3650                 TRACE_(d3d_caps)("[OK]\n");
3651                 return TRUE;
3652             }
3653             TRACE_(d3d_caps)("[FAILED]\n");
3654             return FALSE;
3655
3656         case WINED3DFMT_NVHU:
3657         case WINED3DFMT_NVHS:
3658             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3659              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3660              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3661              * ATI refused to support formats which can easily be emulated with pixel shaders, so
3662              * Applications have to deal with not having NVHS and NVHU.
3663              */
3664             TRACE_(d3d_caps)("[FAILED]\n");
3665             return FALSE;
3666
3667         case WINED3DFMT_NULL:
3668             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3669                 return TRUE;
3670             return FALSE;
3671
3672         case WINED3DFMT_UNKNOWN:
3673             return FALSE;
3674
3675         default:
3676             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3677             break;
3678     }
3679     return FALSE;
3680 }
3681
3682 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3683         const struct wined3d_format *adapter_format,
3684         const struct wined3d_format *check_format,
3685         WINED3DSURFTYPE SurfaceType)
3686 {
3687     if (SurfaceType == SURFACE_GDI)
3688     {
3689         switch (check_format->id)
3690         {
3691             case WINED3DFMT_B8G8R8_UNORM:
3692                 TRACE_(d3d_caps)("[FAILED] - Not enumerated on Windows\n");
3693                 return FALSE;
3694             case WINED3DFMT_B8G8R8A8_UNORM:
3695             case WINED3DFMT_B8G8R8X8_UNORM:
3696             case WINED3DFMT_B5G6R5_UNORM:
3697             case WINED3DFMT_B5G5R5X1_UNORM:
3698             case WINED3DFMT_B5G5R5A1_UNORM:
3699             case WINED3DFMT_B4G4R4A4_UNORM:
3700             case WINED3DFMT_B2G3R3_UNORM:
3701             case WINED3DFMT_A8_UNORM:
3702             case WINED3DFMT_B2G3R3A8_UNORM:
3703             case WINED3DFMT_B4G4R4X4_UNORM:
3704             case WINED3DFMT_R10G10B10A2_UNORM:
3705             case WINED3DFMT_R8G8B8A8_UNORM:
3706             case WINED3DFMT_R8G8B8X8_UNORM:
3707             case WINED3DFMT_R16G16_UNORM:
3708             case WINED3DFMT_B10G10R10A2_UNORM:
3709             case WINED3DFMT_R16G16B16A16_UNORM:
3710             case WINED3DFMT_P8_UINT:
3711                 TRACE_(d3d_caps)("[OK]\n");
3712                 return TRUE;
3713             default:
3714                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3715                 return FALSE;
3716         }
3717     }
3718
3719     /* All format that are supported for textures are supported for surfaces as well */
3720     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3721     /* All depth stencil formats are supported on surfaces */
3722     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3723
3724     /* If opengl can't process the format natively, the blitter may be able to convert it */
3725     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3726             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3727             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3728     {
3729         TRACE_(d3d_caps)("[OK]\n");
3730         return TRUE;
3731     }
3732
3733     /* Reject other formats */
3734     TRACE_(d3d_caps)("[FAILED]\n");
3735     return FALSE;
3736 }
3737
3738 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3739         const struct wined3d_format *format)
3740 {
3741     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3742
3743     if (!gl_info->limits.vertex_samplers || !(format->flags & WINED3DFMT_FLAG_VTF))
3744         return FALSE;
3745
3746     switch (format->id)
3747     {
3748         case WINED3DFMT_R32G32B32A32_FLOAT:
3749         case WINED3DFMT_R32_FLOAT:
3750             return TRUE;
3751         default:
3752             return !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING);
3753     }
3754 }
3755
3756 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3757         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3758         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3759 {
3760     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3761     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3762     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3763     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3764     DWORD usage_caps = 0;
3765
3766     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3767             "resource_type %s, check_format %s, surface_type %#x.\n",
3768             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3769             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3770             debug_d3dformat(check_format_id), surface_type);
3771
3772     if (adapter_idx >= wined3d->adapter_count)
3773         return WINED3DERR_INVALIDCALL;
3774
3775     switch (resource_type)
3776     {
3777         case WINED3DRTYPE_CUBETEXTURE:
3778             /* Cubetexture allows:
3779              *      - WINED3DUSAGE_AUTOGENMIPMAP
3780              *      - WINED3DUSAGE_DEPTHSTENCIL
3781              *      - WINED3DUSAGE_DYNAMIC
3782              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3783              *      - WINED3DUSAGE_RENDERTARGET
3784              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3785              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3786              */
3787             if (surface_type != SURFACE_OPENGL)
3788             {
3789                 TRACE_(d3d_caps)("[FAILED]\n");
3790                 return WINED3DERR_NOTAVAILABLE;
3791             }
3792
3793             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3794             {
3795                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3796                 return WINED3DERR_NOTAVAILABLE;
3797             }
3798
3799             if (!CheckTextureCapability(adapter, format))
3800             {
3801                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3802                 return WINED3DERR_NOTAVAILABLE;
3803             }
3804
3805             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3806             {
3807                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3808                     /* When autogenmipmap isn't around continue and return
3809                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3810                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3811                 else
3812                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3813             }
3814
3815             /* Always report dynamic locking. */
3816             if (usage & WINED3DUSAGE_DYNAMIC)
3817                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3818
3819             if (usage & WINED3DUSAGE_RENDERTARGET)
3820             {
3821                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3822                 {
3823                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3824                     return WINED3DERR_NOTAVAILABLE;
3825                 }
3826                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3827             }
3828
3829             /* Always report software processing. */
3830             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3831                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3832
3833             if (usage & WINED3DUSAGE_QUERY_FILTER)
3834             {
3835                 if (!CheckFilterCapability(adapter, format))
3836                 {
3837                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3838                     return WINED3DERR_NOTAVAILABLE;
3839                 }
3840                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3841             }
3842
3843             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3844             {
3845                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3846                 {
3847                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3848                     return WINED3DERR_NOTAVAILABLE;
3849                 }
3850                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3851             }
3852
3853             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3854             {
3855                 if (!CheckSrgbReadCapability(adapter, format))
3856                 {
3857                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3858                     return WINED3DERR_NOTAVAILABLE;
3859                 }
3860                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3861             }
3862
3863             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3864             {
3865                 if (!CheckSrgbWriteCapability(adapter, format))
3866                 {
3867                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3868                     return WINED3DERR_NOTAVAILABLE;
3869                 }
3870                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3871             }
3872
3873             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3874             {
3875                 if (!CheckVertexTextureCapability(adapter, format))
3876                 {
3877                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3878                     return WINED3DERR_NOTAVAILABLE;
3879                 }
3880                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3881             }
3882
3883             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3884             {
3885                 if (!CheckWrapAndMipCapability(adapter, format))
3886                 {
3887                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3888                     return WINED3DERR_NOTAVAILABLE;
3889                 }
3890                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3891             }
3892             break;
3893
3894         case WINED3DRTYPE_SURFACE:
3895             /* Surface allows:
3896              *      - WINED3DUSAGE_DEPTHSTENCIL
3897              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3898              *      - WINED3DUSAGE_RENDERTARGET
3899              */
3900             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3901             {
3902                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3903                 return WINED3DERR_NOTAVAILABLE;
3904             }
3905
3906             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3907             {
3908                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3909                 {
3910                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3911                     return WINED3DERR_NOTAVAILABLE;
3912                 }
3913                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3914             }
3915
3916             if (usage & WINED3DUSAGE_RENDERTARGET)
3917             {
3918                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3919                 {
3920                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3921                     return WINED3DERR_NOTAVAILABLE;
3922                 }
3923                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3924             }
3925
3926             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3927             {
3928                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3929                 {
3930                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3931                     return WINED3DERR_NOTAVAILABLE;
3932                 }
3933                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3934             }
3935             break;
3936
3937         case WINED3DRTYPE_TEXTURE:
3938             /* Texture allows:
3939              *      - WINED3DUSAGE_AUTOGENMIPMAP
3940              *      - WINED3DUSAGE_DEPTHSTENCIL
3941              *      - WINED3DUSAGE_DMAP
3942              *      - WINED3DUSAGE_DYNAMIC
3943              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3944              *      - WINED3DUSAGE_RENDERTARGET
3945              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3946              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3947              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3948              */
3949             if (surface_type != SURFACE_OPENGL)
3950             {
3951                 TRACE_(d3d_caps)("[FAILED]\n");
3952                 return WINED3DERR_NOTAVAILABLE;
3953             }
3954
3955             if (!CheckTextureCapability(adapter, format))
3956             {
3957                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3958                 return WINED3DERR_NOTAVAILABLE;
3959             }
3960
3961             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3962             {
3963                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3964                     /* When autogenmipmap isn't around continue and return
3965                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3966                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3967                 else
3968                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3969             }
3970
3971             /* Always report dynamic locking. */
3972             if (usage & WINED3DUSAGE_DYNAMIC)
3973                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3974
3975             if (usage & WINED3DUSAGE_RENDERTARGET)
3976             {
3977                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3978                 {
3979                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3980                     return WINED3DERR_NOTAVAILABLE;
3981                 }
3982                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3983             }
3984
3985             /* Always report software processing. */
3986             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3987                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3988
3989             if (usage & WINED3DUSAGE_QUERY_FILTER)
3990             {
3991                 if (!CheckFilterCapability(adapter, format))
3992                 {
3993                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3994                     return WINED3DERR_NOTAVAILABLE;
3995                 }
3996                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3997             }
3998
3999             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4000             {
4001                 if (!CheckBumpMapCapability(adapter, format))
4002                 {
4003                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
4004                     return WINED3DERR_NOTAVAILABLE;
4005                 }
4006                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4007             }
4008
4009             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4010             {
4011                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4012                 {
4013                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4014                     return WINED3DERR_NOTAVAILABLE;
4015                 }
4016                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4017             }
4018
4019             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4020             {
4021                 if (!CheckSrgbReadCapability(adapter, format))
4022                 {
4023                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4024                     return WINED3DERR_NOTAVAILABLE;
4025                 }
4026                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4027             }
4028
4029             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4030             {
4031                 if (!CheckSrgbWriteCapability(adapter, format))
4032                 {
4033                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4034                     return WINED3DERR_NOTAVAILABLE;
4035                 }
4036                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4037             }
4038
4039             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4040             {
4041                 if (!CheckVertexTextureCapability(adapter, format))
4042                 {
4043                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4044                     return WINED3DERR_NOTAVAILABLE;
4045                 }
4046                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4047             }
4048
4049             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4050             {
4051                 if (!CheckWrapAndMipCapability(adapter, format))
4052                 {
4053                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4054                     return WINED3DERR_NOTAVAILABLE;
4055                 }
4056                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4057             }
4058
4059             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4060             {
4061                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4062                 {
4063                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4064                     return WINED3DERR_NOTAVAILABLE;
4065                 }
4066                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4067                 {
4068                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4069                     return WINED3DERR_NOTAVAILABLE;
4070                 }
4071                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4072             }
4073             break;
4074
4075         case WINED3DRTYPE_VOLUMETEXTURE:
4076         case WINED3DRTYPE_VOLUME:
4077             /* Volume is to VolumeTexture what Surface is to Texture, but its
4078              * usage caps are not documented. Most driver seem to offer
4079              * (nearly) the same on Volume and VolumeTexture, so do that too.
4080              *
4081              * Volumetexture allows:
4082              *      - D3DUSAGE_DYNAMIC
4083              *      - D3DUSAGE_NONSECURE (d3d9ex)
4084              *      - D3DUSAGE_SOFTWAREPROCESSING
4085              *      - D3DUSAGE_QUERY_WRAPANDMIP
4086              */
4087             if (surface_type != SURFACE_OPENGL)
4088             {
4089                 TRACE_(d3d_caps)("[FAILED]\n");
4090                 return WINED3DERR_NOTAVAILABLE;
4091             }
4092
4093             if (!gl_info->supported[EXT_TEXTURE3D])
4094             {
4095                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4096                 return WINED3DERR_NOTAVAILABLE;
4097             }
4098
4099             if (!CheckTextureCapability(adapter, format))
4100             {
4101                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4102                 return WINED3DERR_NOTAVAILABLE;
4103             }
4104
4105             /* Filter formats that need conversion; For one part, this
4106              * conversion is unimplemented, and volume textures are huge, so
4107              * it would be a big performance hit. Unless we hit an application
4108              * needing one of those formats, don't advertize them to avoid
4109              * leading applications into temptation. The windows drivers don't
4110              * support most of those formats on volumes anyway, except for
4111              * WINED3DFMT_R32_FLOAT. */
4112             switch (check_format_id)
4113             {
4114                 case WINED3DFMT_P8_UINT:
4115                 case WINED3DFMT_L4A4_UNORM:
4116                 case WINED3DFMT_R32_FLOAT:
4117                 case WINED3DFMT_R16_FLOAT:
4118                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4119                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4120                 case WINED3DFMT_R16G16_UNORM:
4121                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4122                     return WINED3DERR_NOTAVAILABLE;
4123
4124                 case WINED3DFMT_R8G8B8A8_SNORM:
4125                 case WINED3DFMT_R16G16_SNORM:
4126                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4127                     {
4128                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4129                         return WINED3DERR_NOTAVAILABLE;
4130                     }
4131                     break;
4132
4133                 case WINED3DFMT_R8G8_SNORM:
4134                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4135                     {
4136                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4137                         return WINED3DERR_NOTAVAILABLE;
4138                     }
4139                     break;
4140
4141                 case WINED3DFMT_DXT1:
4142                 case WINED3DFMT_DXT2:
4143                 case WINED3DFMT_DXT3:
4144                 case WINED3DFMT_DXT4:
4145                 case WINED3DFMT_DXT5:
4146                     /* The GL_EXT_texture_compression_s3tc spec requires that
4147                      * loading an s3tc compressed texture results in an error.
4148                      * While the D3D refrast does support s3tc volumes, at
4149                      * least the nvidia windows driver does not, so we're free
4150                      * not to support this format. */
4151                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4152                     return WINED3DERR_NOTAVAILABLE;
4153
4154                 default:
4155                     /* Do nothing, continue with checking the format below */
4156                     break;
4157             }
4158
4159             /* Always report dynamic locking. */
4160             if (usage & WINED3DUSAGE_DYNAMIC)
4161                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4162
4163             /* Always report software processing. */
4164             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4165                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4166
4167             if (usage & WINED3DUSAGE_QUERY_FILTER)
4168             {
4169                 if (!CheckFilterCapability(adapter, format))
4170                 {
4171                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4172                     return WINED3DERR_NOTAVAILABLE;
4173                 }
4174                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4175             }
4176
4177             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4178             {
4179                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4180                 {
4181                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4182                     return WINED3DERR_NOTAVAILABLE;
4183                 }
4184                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4185             }
4186
4187             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4188             {
4189                 if (!CheckSrgbReadCapability(adapter, format))
4190                 {
4191                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4192                     return WINED3DERR_NOTAVAILABLE;
4193                 }
4194                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4195             }
4196
4197             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4198             {
4199                 if (!CheckSrgbWriteCapability(adapter, format))
4200                 {
4201                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4202                     return WINED3DERR_NOTAVAILABLE;
4203                 }
4204                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4205             }
4206
4207             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4208             {
4209                 if (!CheckVertexTextureCapability(adapter, format))
4210                 {
4211                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4212                     return WINED3DERR_NOTAVAILABLE;
4213                 }
4214                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4215             }
4216
4217             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4218             {
4219                 if (!CheckWrapAndMipCapability(adapter, format))
4220                 {
4221                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4222                     return WINED3DERR_NOTAVAILABLE;
4223                 }
4224                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4225             }
4226             break;
4227
4228         default:
4229             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4230             return WINED3DERR_NOTAVAILABLE;
4231     }
4232
4233     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4234      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4235      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4236     if (usage_caps == usage)
4237         return WINED3D_OK;
4238     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4239         return WINED3DOK_NOAUTOGEN;
4240
4241     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4242             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4243
4244     return WINED3DERR_NOTAVAILABLE;
4245 }
4246
4247 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4248         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4249 {
4250     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4251             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4252             debug_d3dformat(dst_format));
4253
4254     return WINED3D_OK;
4255 }
4256
4257 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4258         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4259 {
4260     UINT mode_count;
4261     HRESULT hr;
4262
4263     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4264             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4265             debug_d3dformat(backbuffer_format), windowed);
4266
4267     if (adapter_idx >= wined3d->adapter_count)
4268         return WINED3DERR_INVALIDCALL;
4269
4270     /* The task of this function is to check whether a certain display / backbuffer format
4271      * combination is available on the given adapter. In fullscreen mode microsoft specified
4272      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4273      * and display format should match exactly.
4274      * In windowed mode format conversion can occur and this depends on the driver. When format
4275      * conversion is done, this function should nevertheless fail and applications need to use
4276      * CheckDeviceFormatConversion.
4277      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4278
4279     /* There are only 4 display formats. */
4280     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4281             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4282             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4283             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4284     {
4285         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4286         return WINED3DERR_NOTAVAILABLE;
4287     }
4288
4289     /* If the requested display format is not available, don't continue. */
4290     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4291     if (!mode_count)
4292     {
4293         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4294         return WINED3DERR_NOTAVAILABLE;
4295     }
4296
4297     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4298      * it means 'reuse' the display format for the backbuffer. */
4299     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4300     {
4301         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4302         return WINED3DERR_NOTAVAILABLE;
4303     }
4304
4305     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4306      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4307     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4308     {
4309         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4310                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4311         return WINED3DERR_NOTAVAILABLE;
4312     }
4313
4314     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4315      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4316      * WINED3DFMT_B5G5R5A1_UNORM. */
4317     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4318             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4319     {
4320         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4321                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4322         return WINED3DERR_NOTAVAILABLE;
4323     }
4324
4325     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4326      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4327      * WINED3DFMT_B8G8R8A8_UNORM. */
4328     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4329             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4330     {
4331         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4332                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4333         return WINED3DERR_NOTAVAILABLE;
4334     }
4335
4336     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4337      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4338     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4339             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4340     {
4341         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4342                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4343         return WINED3DERR_NOTAVAILABLE;
4344     }
4345
4346     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4347     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4348             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4349     if (FAILED(hr))
4350         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4351                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4352
4353     return hr;
4354 }
4355
4356 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4357         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4358 {
4359     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4360     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4361     int vs_selected_mode;
4362     int ps_selected_mode;
4363     struct shader_caps shader_caps;
4364     struct fragment_caps fragment_caps;
4365     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4366
4367     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4368             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4369
4370     if (adapter_idx >= wined3d->adapter_count)
4371         return WINED3DERR_INVALIDCALL;
4372
4373     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4374
4375     /* ------------------------------------------------
4376        The following fields apply to both d3d8 and d3d9
4377        ------------------------------------------------ */
4378     /* Not quite true, but use h/w supported by opengl I suppose */
4379     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4380     caps->AdapterOrdinal           = adapter_idx;
4381
4382     caps->Caps                     = 0;
4383     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4384                                      WINED3DCAPS2_FULLSCREENGAMMA |
4385                                      WINED3DCAPS2_DYNAMICTEXTURES;
4386     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4387         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4388
4389     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4390                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4391                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4392
4393     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4394                                      WINED3DPRESENT_INTERVAL_ONE;
4395
4396     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4397                                      WINED3DCURSORCAPS_LOWRES;
4398
4399     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4400                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4401                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4402                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4403                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4404                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4405                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4406                                      WINED3DDEVCAPS_PUREDEVICE          |
4407                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4408                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4409                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4410                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4411                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4412                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4413                                      WINED3DDEVCAPS_RTPATCHES;
4414
4415     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4416                                      WINED3DPMISCCAPS_CULLCCW               |
4417                                      WINED3DPMISCCAPS_CULLCW                |
4418                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4419                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4420                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4421                                      WINED3DPMISCCAPS_MASKZ                 |
4422                                      WINED3DPMISCCAPS_BLENDOP               |
4423                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4424                                     /* TODO:
4425                                         WINED3DPMISCCAPS_NULLREFERENCE
4426                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4427                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4428                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4429
4430     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4431         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4432     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4433         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4434
4435     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4436                                      WINED3DPRASTERCAPS_PAT       |
4437                                      WINED3DPRASTERCAPS_WFOG      |
4438                                      WINED3DPRASTERCAPS_ZFOG      |
4439                                      WINED3DPRASTERCAPS_FOGVERTEX |
4440                                      WINED3DPRASTERCAPS_FOGTABLE  |
4441                                      WINED3DPRASTERCAPS_STIPPLE   |
4442                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4443                                      WINED3DPRASTERCAPS_ZTEST     |
4444                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4445                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4446                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4447
4448     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4449     {
4450         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4451                              WINED3DPRASTERCAPS_ZBIAS         |
4452                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4453     }
4454     if (gl_info->supported[NV_FOG_DISTANCE])
4455     {
4456         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4457     }
4458                         /* FIXME Add:
4459                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4460                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4461                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4462                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4463                            WINED3DPRASTERCAPS_WBUFFER */
4464
4465     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4466                       WINED3DPCMPCAPS_EQUAL        |
4467                       WINED3DPCMPCAPS_GREATER      |
4468                       WINED3DPCMPCAPS_GREATEREQUAL |
4469                       WINED3DPCMPCAPS_LESS         |
4470                       WINED3DPCMPCAPS_LESSEQUAL    |
4471                       WINED3DPCMPCAPS_NEVER        |
4472                       WINED3DPCMPCAPS_NOTEQUAL;
4473
4474     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4475                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4476                            WINED3DPBLENDCAPS_DESTALPHA       |
4477                            WINED3DPBLENDCAPS_DESTCOLOR       |
4478                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4479                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4480                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4481                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4482                            WINED3DPBLENDCAPS_ONE             |
4483                            WINED3DPBLENDCAPS_SRCALPHA        |
4484                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4485                            WINED3DPBLENDCAPS_SRCCOLOR        |
4486                            WINED3DPBLENDCAPS_ZERO;
4487
4488     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4489                            WINED3DPBLENDCAPS_DESTCOLOR       |
4490                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4491                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4492                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4493                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4494                            WINED3DPBLENDCAPS_ONE             |
4495                            WINED3DPBLENDCAPS_SRCALPHA        |
4496                            WINED3DPBLENDCAPS_SRCCOLOR        |
4497                            WINED3DPBLENDCAPS_ZERO;
4498     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4499      * according to the glBlendFunc manpage
4500      *
4501      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4502      * legacy settings for srcblend only
4503      */
4504
4505     if (gl_info->supported[EXT_BLEND_COLOR])
4506     {
4507         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4508         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4509     }
4510
4511
4512     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4513                           WINED3DPCMPCAPS_EQUAL        |
4514                           WINED3DPCMPCAPS_GREATER      |
4515                           WINED3DPCMPCAPS_GREATEREQUAL |
4516                           WINED3DPCMPCAPS_LESS         |
4517                           WINED3DPCMPCAPS_LESSEQUAL    |
4518                           WINED3DPCMPCAPS_NEVER        |
4519                           WINED3DPCMPCAPS_NOTEQUAL;
4520
4521     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4522                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4523                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4524                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4525                            WINED3DPSHADECAPS_COLORFLATRGB       |
4526                            WINED3DPSHADECAPS_FOGFLAT            |
4527                            WINED3DPSHADECAPS_FOGGOURAUD         |
4528                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4529
4530     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4531                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4532                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4533                           WINED3DPTEXTURECAPS_BORDER             |
4534                           WINED3DPTEXTURECAPS_MIPMAP             |
4535                           WINED3DPTEXTURECAPS_PROJECTED          |
4536                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4537
4538     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4539     {
4540         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4541                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4542     }
4543
4544     if (gl_info->supported[EXT_TEXTURE3D])
4545     {
4546         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4547                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4548         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4549         {
4550             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4551         }
4552     }
4553
4554     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4555     {
4556         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4557                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4558         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4559         {
4560             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4561         }
4562     }
4563
4564     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4565                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4566                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4567                                WINED3DPTFILTERCAPS_MINFPOINT        |
4568                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4569                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4570                                WINED3DPTFILTERCAPS_LINEAR           |
4571                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4572                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4573                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4574                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4575                                WINED3DPTFILTERCAPS_NEAREST;
4576
4577     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4578     {
4579         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4580                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4581     }
4582
4583     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4584     {
4585         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4586                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4587                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4588                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4589                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4590                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4591                                        WINED3DPTFILTERCAPS_LINEAR           |
4592                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4593                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4594                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4595                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4596                                        WINED3DPTFILTERCAPS_NEAREST;
4597
4598         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4599         {
4600             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4601                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4602         }
4603     }
4604     else
4605     {
4606         caps->CubeTextureFilterCaps = 0;
4607     }
4608
4609     if (gl_info->supported[EXT_TEXTURE3D])
4610     {
4611         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4612                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4613                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4614                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4615                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4616                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4617                                          WINED3DPTFILTERCAPS_LINEAR           |
4618                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4619                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4620                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4621                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4622                                          WINED3DPTFILTERCAPS_NEAREST;
4623     }
4624     else
4625     {
4626         caps->VolumeTextureFilterCaps = 0;
4627     }
4628
4629     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4630                                  WINED3DPTADDRESSCAPS_CLAMP  |
4631                                  WINED3DPTADDRESSCAPS_WRAP;
4632
4633     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4634     {
4635         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4636     }
4637     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4638     {
4639         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4640     }
4641     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4642     {
4643         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4644     }
4645
4646     if (gl_info->supported[EXT_TEXTURE3D])
4647     {
4648         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4649                                            WINED3DPTADDRESSCAPS_CLAMP  |
4650                                            WINED3DPTADDRESSCAPS_WRAP;
4651         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4652         {
4653             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4654         }
4655         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4656         {
4657             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4658         }
4659         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4660         {
4661             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4662         }
4663     }
4664     else
4665     {
4666         caps->VolumeTextureAddressCaps = 0;
4667     }
4668
4669     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4670                       WINED3DLINECAPS_ZTEST         |
4671                       WINED3DLINECAPS_BLEND         |
4672                       WINED3DLINECAPS_ALPHACMP      |
4673                       WINED3DLINECAPS_FOG;
4674     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4675      * idea how generating the smoothing alpha values works; the result is different
4676      */
4677
4678     caps->MaxTextureWidth = gl_info->limits.texture_size;
4679     caps->MaxTextureHeight = gl_info->limits.texture_size;
4680
4681     if (gl_info->supported[EXT_TEXTURE3D])
4682         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4683     else
4684         caps->MaxVolumeExtent = 0;
4685
4686     caps->MaxTextureRepeat = 32768;
4687     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4688     caps->MaxVertexW = 1.0f;
4689
4690     caps->GuardBandLeft = 0.0f;
4691     caps->GuardBandTop = 0.0f;
4692     caps->GuardBandRight = 0.0f;
4693     caps->GuardBandBottom = 0.0f;
4694
4695     caps->ExtentsAdjust = 0.0f;
4696
4697     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4698                           WINED3DSTENCILCAPS_INCRSAT |
4699                           WINED3DSTENCILCAPS_INVERT  |
4700                           WINED3DSTENCILCAPS_KEEP    |
4701                           WINED3DSTENCILCAPS_REPLACE |
4702                           WINED3DSTENCILCAPS_ZERO;
4703     if (gl_info->supported[EXT_STENCIL_WRAP])
4704     {
4705         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4706                               WINED3DSTENCILCAPS_INCR;
4707     }
4708     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4709     {
4710         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4711     }
4712
4713     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4714
4715     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4716     caps->MaxActiveLights = gl_info->limits.lights;
4717
4718     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4719     caps->MaxVertexBlendMatrixIndex   = 0;
4720
4721     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4722     caps->MaxPointSize = gl_info->limits.pointsize_max;
4723
4724
4725     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4726     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4727                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4728                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4729                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4730                                   WINED3DVTXPCAPS_VERTEXFOG         |
4731                                   WINED3DVTXPCAPS_TEXGEN;
4732
4733     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4734     caps->MaxVertexIndex      = 0xFFFFF;
4735     caps->MaxStreams          = MAX_STREAMS;
4736     caps->MaxStreamStride     = 1024;
4737
4738     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4739     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4740                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4741     caps->MaxNpatchTessellationLevel        = 0;
4742     caps->MasterAdapterOrdinal              = 0;
4743     caps->AdapterOrdinalInGroup             = 0;
4744     caps->NumberOfAdaptersInGroup           = 1;
4745
4746     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4747
4748     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4749                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4750                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4751                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4752     caps->VertexTextureFilterCaps             = 0;
4753
4754     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4755     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4756
4757     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4758     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4759
4760     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4761      * Ignore shader model capabilities if disabled in config
4762      */
4763     if (vs_selected_mode == SHADER_NONE)
4764     {
4765         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4766         caps->VertexShaderVersion          = 0;
4767         caps->MaxVertexShaderConst         = 0;
4768     }
4769     else
4770     {
4771         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4772         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4773     }
4774
4775     if (ps_selected_mode == SHADER_NONE)
4776     {
4777         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4778         caps->PixelShaderVersion           = 0;
4779         caps->PixelShader1xMaxValue        = 0.0f;
4780     } else {
4781         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4782         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4783     }
4784
4785     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4786     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4787     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4788
4789     /* The following caps are shader specific, but they are things we cannot detect, or which
4790      * are the same among all shader models. So to avoid code duplication set the shader version
4791      * specific, but otherwise constant caps here
4792      */
4793     if (caps->VertexShaderVersion >= 3)
4794     {
4795         /* Where possible set the caps based on OpenGL extensions and if they
4796          * aren't set (in case of software rendering) use the VS 3.0 from
4797          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4798          * VS3.0 value. */
4799         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4800         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4801         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4802         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4803         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4804         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4805
4806         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4807         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4808     }
4809     else if (caps->VertexShaderVersion == 2)
4810     {
4811         caps->VS20Caps.Caps                     = 0;
4812         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4813         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4814         caps->VS20Caps.StaticFlowControlDepth   = 1;
4815
4816         caps->MaxVShaderInstructionsExecuted    = 65535;
4817         caps->MaxVertexShader30InstructionSlots = 0;
4818     }
4819     else
4820     { /* VS 1.x */
4821         caps->VS20Caps.Caps                     = 0;
4822         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4823         caps->VS20Caps.NumTemps                 = 0;
4824         caps->VS20Caps.StaticFlowControlDepth   = 0;
4825
4826         caps->MaxVShaderInstructionsExecuted    = 0;
4827         caps->MaxVertexShader30InstructionSlots = 0;
4828     }
4829
4830     if (caps->PixelShaderVersion >= 3)
4831     {
4832         /* Where possible set the caps based on OpenGL extensions and if they
4833          * aren't set (in case of software rendering) use the PS 3.0 from
4834          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4835          * PS 3.0 value. */
4836
4837         /* Caps is more or less undocumented on MSDN but it appears to be
4838          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4839          * cards from Windows */
4840         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4841                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4842                 WINED3DPS20CAPS_PREDICATION          |
4843                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4844                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4845         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4846         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4847         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4848         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4849         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4850         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4851         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4852
4853         caps->MaxPShaderInstructionsExecuted = 65535;
4854         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4855                 adapter->gl_info.limits.arb_ps_instructions);
4856     }
4857     else if(caps->PixelShaderVersion == 2)
4858     {
4859         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4860         caps->PS20Caps.Caps                     = 0;
4861         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4862         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4863         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4864         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4865         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4866
4867         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4868         caps->MaxPixelShader30InstructionSlots  = 0;
4869     }
4870     else /* PS 1.x */
4871     {
4872         caps->PS20Caps.Caps                     = 0;
4873         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4874         caps->PS20Caps.NumTemps                 = 0;
4875         caps->PS20Caps.StaticFlowControlDepth   = 0;
4876         caps->PS20Caps.NumInstructionSlots      = 0;
4877
4878         caps->MaxPShaderInstructionsExecuted    = 0;
4879         caps->MaxPixelShader30InstructionSlots  = 0;
4880     }
4881
4882     if (caps->VertexShaderVersion >= 2)
4883     {
4884         /* OpenGL supports all the formats below, perhaps not always
4885          * without conversion, but it supports them.
4886          * Further GLSL doesn't seem to have an official unsigned type so
4887          * don't advertise it yet as I'm not sure how we handle it.
4888          * We might need to add some clamping in the shader engine to
4889          * support it.
4890          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4891         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4892                           WINED3DDTCAPS_UBYTE4N   |
4893                           WINED3DDTCAPS_SHORT2N   |
4894                           WINED3DDTCAPS_SHORT4N;
4895         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4896         {
4897             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4898                                WINED3DDTCAPS_FLOAT16_4;
4899         }
4900     }
4901     else
4902     {
4903         caps->DeclTypes = 0;
4904     }
4905
4906     /* Set DirectDraw helper Caps */
4907     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4908                                         WINEDDCKEYCAPS_SRCBLT;
4909     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4910                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4911                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4912                                         WINEDDFXCAPS_BLTROTATION90          |
4913                                         WINEDDFXCAPS_BLTSHRINKX             |
4914                                         WINEDDFXCAPS_BLTSHRINKXN            |
4915                                         WINEDDFXCAPS_BLTSHRINKY             |
4916                                         WINEDDFXCAPS_BLTSHRINKXN            |
4917                                         WINEDDFXCAPS_BLTSTRETCHX            |
4918                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4919                                         WINEDDFXCAPS_BLTSTRETCHY            |
4920                                         WINEDDFXCAPS_BLTSTRETCHYN;
4921     blit_caps =                         WINEDDCAPS_BLT                      |
4922                                         WINEDDCAPS_BLTCOLORFILL             |
4923                                         WINEDDCAPS_BLTDEPTHFILL             |
4924                                         WINEDDCAPS_BLTSTRETCH               |
4925                                         WINEDDCAPS_CANBLTSYSMEM             |
4926                                         WINEDDCAPS_CANCLIP                  |
4927                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4928                                         WINEDDCAPS_COLORKEY                 |
4929                                         WINEDDCAPS_COLORKEYHWASSIST         |
4930                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4931     pal_caps =                          WINEDDPCAPS_8BIT                    |
4932                                         WINEDDPCAPS_PRIMARYSURFACE;
4933
4934     /* Fill the ddraw caps structure */
4935     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4936                                         WINEDDCAPS_PALETTE                  |
4937                                         blit_caps;
4938     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4939                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4940                                         WINEDDCAPS2_PRIMARYGAMMA             |
4941                                         WINEDDCAPS2_WIDESURFACES             |
4942                                         WINEDDCAPS2_CANRENDERWINDOWED;
4943     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4944     caps->DirectDrawCaps.FXCaps =       fx_caps;
4945     caps->DirectDrawCaps.PalCaps =      pal_caps;
4946     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4947     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4948     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4949     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4950     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4951     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4952     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4953     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4954     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4955
4956     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4957                                         WINEDDSCAPS_BACKBUFFER              |
4958                                         WINEDDSCAPS_FLIP                    |
4959                                         WINEDDSCAPS_FRONTBUFFER             |
4960                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4961                                         WINEDDSCAPS_PALETTE                 |
4962                                         WINEDDSCAPS_PRIMARYSURFACE          |
4963                                         WINEDDSCAPS_SYSTEMMEMORY            |
4964                                         WINEDDSCAPS_VIDEOMEMORY             |
4965                                         WINEDDSCAPS_VISIBLE;
4966     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4967
4968     /* Set D3D caps if OpenGL is available. */
4969     if (adapter->opengl)
4970     {
4971         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4972                                         WINEDDSCAPS_MIPMAP                  |
4973                                         WINEDDSCAPS_TEXTURE                 |
4974                                         WINEDDSCAPS_ZBUFFER;
4975         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4976     }
4977
4978     return WINED3D_OK;
4979 }
4980
4981 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4982         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4983         struct wined3d_device **device)
4984 {
4985     struct wined3d_device *object;
4986     HRESULT hr;
4987
4988     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4989             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4990
4991     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4992      * number and create a device without a 3D adapter for 2D only operation. */
4993     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4994         return WINED3DERR_INVALIDCALL;
4995
4996     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4997     if (!object)
4998     {
4999         ERR("Failed to allocate device memory.\n");
5000         return E_OUTOFMEMORY;
5001     }
5002
5003     hr = device_init(object, wined3d, adapter_idx, device_type,
5004             focus_window, flags, surface_alignment, device_parent);
5005     if (FAILED(hr))
5006     {
5007         WARN("Failed to initialize device, hr %#x.\n", hr);
5008         HeapFree(GetProcessHeap(), 0, object);
5009         return hr;
5010     }
5011
5012     TRACE("Created device %p.\n", object);
5013     *device = object;
5014
5015     device_parent->ops->wined3d_device_created(device_parent, *device);
5016
5017     return WINED3D_OK;
5018 }
5019
5020 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
5021 {
5022     TRACE("wined3d %p.\n", wined3d);
5023
5024     return wined3d->parent;
5025 }
5026
5027 static void WINE_GLAPI invalid_func(const void *data)
5028 {
5029     ERR("Invalid vertex attribute function called\n");
5030     DebugBreak();
5031 }
5032
5033 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5034 {
5035     ERR("Invalid texcoord function called\n");
5036     DebugBreak();
5037 }
5038
5039 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5040  * the extension detection and are used in drawStridedSlow
5041  */
5042 static void WINE_GLAPI position_d3dcolor(const void *data)
5043 {
5044     DWORD pos = *((const DWORD *)data);
5045
5046     FIXME("Add a test for fixed function position from d3dcolor type\n");
5047     glVertex4s(D3DCOLOR_B_R(pos),
5048                D3DCOLOR_B_G(pos),
5049                D3DCOLOR_B_B(pos),
5050                D3DCOLOR_B_A(pos));
5051 }
5052
5053 static void WINE_GLAPI position_float4(const void *data)
5054 {
5055     const GLfloat *pos = data;
5056
5057     if (pos[3] != 0.0f && pos[3] != 1.0f)
5058     {
5059         float w = 1.0f / pos[3];
5060
5061         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5062     }
5063     else
5064     {
5065         glVertex3fv(pos);
5066     }
5067 }
5068
5069 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5070 {
5071     DWORD diffuseColor = *((const DWORD *)data);
5072
5073     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5074                D3DCOLOR_B_G(diffuseColor),
5075                D3DCOLOR_B_B(diffuseColor),
5076                D3DCOLOR_B_A(diffuseColor));
5077 }
5078
5079 static void WINE_GLAPI specular_d3dcolor(const void *data)
5080 {
5081     DWORD specularColor = *((const DWORD *)data);
5082     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5083             D3DCOLOR_B_G(specularColor),
5084             D3DCOLOR_B_B(specularColor)};
5085
5086     specular_func_3ubv(d);
5087 }
5088
5089 static void WINE_GLAPI warn_no_specular_func(const void *data)
5090 {
5091     WARN("GL_EXT_secondary_color not supported\n");
5092 }
5093
5094 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5095 {
5096     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5097     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5098     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5099     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5100     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5101     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5102     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5103     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5104     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5105     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5106     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5107     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5108     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5109     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5110     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5111     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5112     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5113
5114     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5115     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5116     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5117     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5118     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5119     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5120     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5121     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5122     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5123     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5124     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5125     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5126     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5127     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5128     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5129     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5130     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5131
5132     /* No 4 component entry points here */
5133     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5134     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5135     if (gl_info->supported[EXT_SECONDARY_COLOR])
5136     {
5137         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5138     }
5139     else
5140     {
5141         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5142     }
5143     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5144     if (gl_info->supported[EXT_SECONDARY_COLOR])
5145     {
5146         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5147         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5148     }
5149     else
5150     {
5151         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5152     }
5153     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5154     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5155     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5156     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5157     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5158     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5159     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5160     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5161     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5162     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5163     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5164     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5165
5166     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5167      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5168      */
5169     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5170     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5171     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5172     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5173     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5174     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5175     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5176     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5177     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5178     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5179     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5180     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5181     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5182     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5183     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5184     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5185     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5186
5187     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5188     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5189     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5190     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5191     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5192     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5193     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5194     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5195     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5196     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5197     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5198     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5199     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5200     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5201     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5202     if (gl_info->supported[NV_HALF_FLOAT])
5203     {
5204         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5205         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5206         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5207     } else {
5208         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5209         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5210     }
5211 }
5212
5213 /* Do not call while under the GL lock. */
5214 static BOOL InitAdapters(struct wined3d *wined3d)
5215 {
5216     static HMODULE mod_gl;
5217     BOOL ret;
5218     int ps_selected_mode, vs_selected_mode;
5219
5220     /* No need to hold any lock. The calling library makes sure only one thread calls
5221      * wined3d simultaneously
5222      */
5223
5224     TRACE("Initializing adapters\n");
5225
5226     if(!mod_gl) {
5227 #ifdef USE_WIN32_OPENGL
5228 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5229         mod_gl = LoadLibraryA("opengl32.dll");
5230         if(!mod_gl) {
5231             ERR("Can't load opengl32.dll!\n");
5232             goto nogl_adapter;
5233         }
5234 #else
5235 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5236         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5237         mod_gl = GetModuleHandleA("gdi32.dll");
5238 #endif
5239     }
5240
5241 /* Load WGL core functions from opengl32.dll */
5242 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5243     WGL_FUNCS_GEN;
5244 #undef USE_WGL_FUNC
5245
5246     if(!pwglGetProcAddress) {
5247         ERR("Unable to load wglGetProcAddress!\n");
5248         goto nogl_adapter;
5249     }
5250
5251 /* Dynamically load all GL core functions */
5252     GL_FUNCS_GEN;
5253 #undef USE_GL_FUNC
5254
5255     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5256      * otherwise because we have to use winex11.drv's override
5257      */
5258 #ifdef USE_WIN32_OPENGL
5259     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5260     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5261 #else
5262     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5263     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5264 #endif
5265
5266     glEnableWINE = glEnable;
5267     glDisableWINE = glDisable;
5268
5269     /* For now only one default adapter */
5270     {
5271         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5272         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5273         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5274         struct wined3d_pixel_format *cfgs;
5275         int iPixelFormat;
5276         int res;
5277         DISPLAY_DEVICEW DisplayDevice;
5278         HDC hdc;
5279
5280         TRACE("Initializing default adapter\n");
5281         adapter->ordinal = 0;
5282         adapter->monitorPoint.x = -1;
5283         adapter->monitorPoint.y = -1;
5284
5285         if (!AllocateLocallyUniqueId(&adapter->luid))
5286         {
5287             DWORD err = GetLastError();
5288             ERR("Failed to set adapter LUID (%#x).\n", err);
5289             goto nogl_adapter;
5290         }
5291         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5292                 adapter->luid.HighPart, adapter->luid.LowPart);
5293
5294         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5295         {
5296             ERR("Failed to get a gl context for default adapter\n");
5297             goto nogl_adapter;
5298         }
5299
5300         ret = wined3d_adapter_init_gl_caps(adapter);
5301         if(!ret) {
5302             ERR("Failed to initialize gl caps for default adapter\n");
5303             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5304             goto nogl_adapter;
5305         }
5306         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5307         if(!ret) {
5308             ERR("Failed to init gl formats\n");
5309             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5310             goto nogl_adapter;
5311         }
5312
5313         hdc = fake_gl_ctx.dc;
5314
5315         adapter->TextureRam = adapter->driver_info.vidmem;
5316         adapter->UsedTextureRam = 0;
5317         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5318
5319         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5320         DisplayDevice.cb = sizeof(DisplayDevice);
5321         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5322         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5323         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5324
5325         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5326         {
5327             GLint cfg_count;
5328             int attribute;
5329             int attribs[11];
5330             int values[11];
5331             int nAttribs = 0;
5332
5333             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5334             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &cfg_count));
5335             adapter->cfg_count = cfg_count;
5336
5337             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->cfg_count * sizeof(*adapter->cfgs));
5338             cfgs = adapter->cfgs;
5339             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5340             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5341             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5342             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5343             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5344             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5345             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5346             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5347             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5348             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5349             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5350
5351             for (iPixelFormat=1; iPixelFormat <= adapter->cfg_count; ++iPixelFormat)
5352             {
5353                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5354
5355                 if(!res)
5356                     continue;
5357
5358                 /* Cache the pixel format */
5359                 cfgs->iPixelFormat = iPixelFormat;
5360                 cfgs->redSize = values[0];
5361                 cfgs->greenSize = values[1];
5362                 cfgs->blueSize = values[2];
5363                 cfgs->alphaSize = values[3];
5364                 cfgs->colorSize = values[4];
5365                 cfgs->depthSize = values[5];
5366                 cfgs->stencilSize = values[6];
5367                 cfgs->windowDrawable = values[7];
5368                 cfgs->iPixelType = values[8];
5369                 cfgs->doubleBuffer = values[9];
5370                 cfgs->auxBuffers = values[10];
5371
5372                 cfgs->numSamples = 0;
5373                 /* Check multisample support */
5374                 if (gl_info->supported[ARB_MULTISAMPLE])
5375                 {
5376                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5377                     int value[2];
5378                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5379                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5380                         * value[1] = number of multi sample buffers*/
5381                         if(value[0])
5382                             cfgs->numSamples = value[1];
5383                     }
5384                 }
5385
5386                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5387                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5388                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5389                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5390                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5391                 cfgs++;
5392             }
5393         }
5394         else
5395         {
5396             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5397             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5398             adapter->cfg_count = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5399
5400             cfgs = adapter->cfgs;
5401             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5402             {
5403                 PIXELFORMATDESCRIPTOR ppfd;
5404
5405                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5406                 if(!res)
5407                     continue;
5408
5409                 /* We only want HW acceleration using an OpenGL ICD driver.
5410                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5411                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5412                  */
5413                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5414                 {
5415                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5416                     continue;
5417                 }
5418
5419                 cfgs->iPixelFormat = iPixelFormat;
5420                 cfgs->redSize = ppfd.cRedBits;
5421                 cfgs->greenSize = ppfd.cGreenBits;
5422                 cfgs->blueSize = ppfd.cBlueBits;
5423                 cfgs->alphaSize = ppfd.cAlphaBits;
5424                 cfgs->colorSize = ppfd.cColorBits;
5425                 cfgs->depthSize = ppfd.cDepthBits;
5426                 cfgs->stencilSize = ppfd.cStencilBits;
5427                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5428                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5429                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5430                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5431                 cfgs->numSamples = 0;
5432
5433                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5434                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5435                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5436                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5437                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5438                 cfgs++;
5439                 adapter->cfg_count++;
5440             }
5441
5442             /* We haven't found any suitable formats. This should only happen
5443              * in case of GDI software rendering, which is pretty useless
5444              * anyway. */
5445             if (!adapter->cfg_count)
5446             {
5447                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5448
5449                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5450                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5451                 goto nogl_adapter;
5452             }
5453         }
5454
5455         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5456
5457         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5458         fillGLAttribFuncs(&adapter->gl_info);
5459         adapter->opengl = TRUE;
5460     }
5461     wined3d->adapter_count = 1;
5462     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5463
5464     return TRUE;
5465
5466 nogl_adapter:
5467     /* Initialize an adapter for ddraw-only memory counting */
5468     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5469     wined3d->adapters[0].ordinal = 0;
5470     wined3d->adapters[0].opengl = FALSE;
5471     wined3d->adapters[0].monitorPoint.x = -1;
5472     wined3d->adapters[0].monitorPoint.y = -1;
5473
5474     wined3d->adapters[0].driver_info.name = "Display";
5475     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5476     if (wined3d_settings.emulated_textureram)
5477         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5478     else
5479         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5480
5481     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5482
5483     wined3d->adapter_count = 1;
5484     return FALSE;
5485 }
5486
5487 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5488
5489 const struct wined3d_parent_ops wined3d_null_parent_ops =
5490 {
5491     wined3d_null_wined3d_object_destroyed,
5492 };
5493
5494 /* Do not call while under the GL lock. */
5495 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5496 {
5497     wined3d->dxVersion = version;
5498     wined3d->ref = 1;
5499     wined3d->parent = parent;
5500     wined3d->flags = flags;
5501
5502     if (!InitAdapters(wined3d))
5503     {
5504         WARN("Failed to initialize adapters.\n");
5505         if (version > 7)
5506         {
5507             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5508             return E_FAIL;
5509         }
5510     }
5511
5512     return WINED3D_OK;
5513 }