advapi32/tests: Restore default cryptographic provider after the tests.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min)  ((maj & 0xffff) << 16) | (min & 0xffff)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
39 /* Extension detection */
40 static const struct {
41     const char *extension_string;
42     GL_SupportedExt extension;
43     DWORD version;
44 } EXTENSION_MAP[] = {
45     /* APPLE */
46     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
47     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
48     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
49     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
50     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
51     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
52
53     /* ARB */
54     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
56     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
57     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
58     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
67     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
68     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
69     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
70     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
71     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
72     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
73     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
74     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
75     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
76     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
90     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
91     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
92     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
93     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
94
95     /* ATI */
96     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
97     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
98     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
99     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
100     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
101
102     /* EXT */
103     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
104     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
105     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
106     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
107     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
108     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
109     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
110     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
111     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
112     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
113     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
114     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
115     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
116     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
117     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
118     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
119     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
120     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
121     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
122     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
123     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
124     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
125     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
126     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
127     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
128     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
129     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
130
131     /* NV */
132     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
133     {"GL_NV_fence",                         NV_FENCE,                       0                           },
134     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
135     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
136     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
137     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
138     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
139     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
140     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
141     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
142     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
143     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
144     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
145     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
146     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
147     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
148     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
149     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
150     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
151
152     /* SGI */
153     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
154 };
155
156 /**********************************************************
157  * Utility functions follow
158  **********************************************************/
159
160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
161
162 const struct min_lookup minMipLookup[] =
163 {
164     /* NONE         POINT                       LINEAR */
165     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
166     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
167     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
168 };
169
170 const struct min_lookup minMipLookup_noFilter[] =
171 {
172     /* NONE         POINT                       LINEAR */
173     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
176 };
177
178 const struct min_lookup minMipLookup_noMip[] =
179 {
180     /* NONE         POINT                       LINEAR */
181     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
183     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
184 };
185
186 const GLenum magLookup[] =
187 {
188     /* NONE     POINT       LINEAR */
189     GL_NEAREST, GL_NEAREST, GL_LINEAR,
190 };
191
192 const GLenum magLookup_noFilter[] =
193 {
194     /* NONE     POINT       LINEAR */
195     GL_NEAREST, GL_NEAREST, GL_NEAREST,
196 };
197
198 /* drawStridedSlow attributes */
199 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc specular_func_3ubv;
202 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
204 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
205
206 /**
207  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
208  * i.e., there is no GL Context - Get a default rendering context to enable the
209  * function query some info from GL.
210  */
211
212 struct wined3d_fake_gl_ctx
213 {
214     HDC dc;
215     HWND wnd;
216     HGLRC gl_ctx;
217     HDC restore_dc;
218     HGLRC restore_gl_ctx;
219 };
220
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 {
223     TRACE_(d3d_caps)("Destroying fake GL context.\n");
224
225     if (!pwglMakeCurrent(NULL, NULL))
226     {
227         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
228     }
229
230     if (!pwglDeleteContext(ctx->gl_ctx))
231     {
232         DWORD err = GetLastError();
233         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
234     }
235
236     ReleaseDC(ctx->wnd, ctx->dc);
237     DestroyWindow(ctx->wnd);
238
239     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
240     {
241         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
242     }
243 }
244
245 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
246 {
247     PIXELFORMATDESCRIPTOR pfd;
248     int iPixelFormat;
249
250     TRACE("getting context...\n");
251
252     ctx->restore_dc = pwglGetCurrentDC();
253     ctx->restore_gl_ctx = pwglGetCurrentContext();
254
255     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
256     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
257             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
258     if (!ctx->wnd)
259     {
260         ERR_(d3d_caps)("Failed to create a window.\n");
261         goto fail;
262     }
263
264     ctx->dc = GetDC(ctx->wnd);
265     if (!ctx->dc)
266     {
267         ERR_(d3d_caps)("Failed to get a DC.\n");
268         goto fail;
269     }
270
271     /* PixelFormat selection */
272     ZeroMemory(&pfd, sizeof(pfd));
273     pfd.nSize = sizeof(pfd);
274     pfd.nVersion = 1;
275     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
276     pfd.iPixelType = PFD_TYPE_RGBA;
277     pfd.cColorBits = 32;
278     pfd.iLayerType = PFD_MAIN_PLANE;
279
280     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
281     if (!iPixelFormat)
282     {
283         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
284         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
285         goto fail;
286     }
287     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
288     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
289
290     /* Create a GL context. */
291     ctx->gl_ctx = pwglCreateContext(ctx->dc);
292     if (!ctx->gl_ctx)
293     {
294         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
295         goto fail;
296     }
297
298     /* Make it the current GL context. */
299     if (!context_set_current(NULL))
300     {
301         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
302     }
303
304     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
305     {
306         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
307         goto fail;
308     }
309
310     return TRUE;
311
312 fail:
313     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
314     ctx->gl_ctx = NULL;
315     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
316     ctx->dc = NULL;
317     if (ctx->wnd) DestroyWindow(ctx->wnd);
318     ctx->wnd = NULL;
319     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
320     {
321         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
322     }
323
324     return FALSE;
325 }
326
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
329 {
330     struct wined3d_adapter *adapter = D3DDevice->adapter;
331
332     adapter->UsedTextureRam += glram;
333     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
334     return adapter->UsedTextureRam;
335 }
336
337 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
338 {
339     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
340     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
341 }
342
343 /**********************************************************
344  * IUnknown parts follows
345  **********************************************************/
346
347 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
348 {
349     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
350
351     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
352     if (IsEqualGUID(riid, &IID_IUnknown)
353         || IsEqualGUID(riid, &IID_IWineD3DBase)
354         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
355         IUnknown_AddRef(iface);
356         *ppobj = This;
357         return S_OK;
358     }
359     *ppobj = NULL;
360     return E_NOINTERFACE;
361 }
362
363 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
364     IWineD3DImpl *This = (IWineD3DImpl *)iface;
365     ULONG refCount = InterlockedIncrement(&This->ref);
366
367     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
368     return refCount;
369 }
370
371 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
372     IWineD3DImpl *This = (IWineD3DImpl *)iface;
373     ULONG ref;
374     TRACE("(%p) : Releasing from %d\n", This, This->ref);
375     ref = InterlockedDecrement(&This->ref);
376     if (ref == 0) {
377         unsigned int i;
378
379         for (i = 0; i < This->adapter_count; ++i)
380         {
381             wined3d_adapter_cleanup(&This->adapters[i]);
382         }
383         HeapFree(GetProcessHeap(), 0, This);
384     }
385
386     return ref;
387 }
388
389 /**********************************************************
390  * IWineD3D parts follows
391  **********************************************************/
392
393 /* GL locking is done by the caller */
394 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
395 {
396     GLuint prog;
397     BOOL ret = FALSE;
398     const char *testcode =
399         "!!ARBvp1.0\n"
400         "PARAM C[66] = { program.env[0..65] };\n"
401         "ADDRESS A0;"
402         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
403         "ARL A0.x, zero.x;\n"
404         "MOV result.position, C[A0.x + 65];\n"
405         "END\n";
406
407     while(glGetError());
408     GL_EXTCALL(glGenProgramsARB(1, &prog));
409     if(!prog) {
410         ERR("Failed to create an ARB offset limit test program\n");
411     }
412     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
413     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
414                                   strlen(testcode), testcode));
415     if(glGetError() != 0) {
416         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
417         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
418         ret = TRUE;
419     } else TRACE("OpenGL implementation allows offsets > 63\n");
420
421     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
422     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
423     checkGLcall("ARB vp offset limit test cleanup");
424
425     return ret;
426 }
427
428 static DWORD ver_for_ext(GL_SupportedExt ext)
429 {
430     unsigned int i;
431     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
432         if(EXTENSION_MAP[i].extension == ext) {
433             return EXTENSION_MAP[i].version;
434         }
435     }
436     return 0;
437 }
438
439 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
440         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
441 {
442     if (card_vendor != HW_VENDOR_ATI) return FALSE;
443     if (device == CARD_ATI_RADEON_9500) return TRUE;
444     if (device == CARD_ATI_RADEON_X700) return TRUE;
445     if (device == CARD_ATI_RADEON_X1600) return TRUE;
446     return FALSE;
447 }
448
449 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
450         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
451 {
452     if (card_vendor == HW_VENDOR_NVIDIA)
453     {
454         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
455         {
456             return TRUE;
457         }
458     }
459     return FALSE;
460 }
461
462 static BOOL match_apple(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     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
466      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
467      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
468      *
469      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
470      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
471      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
472      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
473      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
474      * the chance that other implementations support them is rather small since Win32 QuickTime uses
475      * DirectDraw, not OpenGL.
476      *
477      * This test has been moved into wined3d_guess_gl_vendor()
478      */
479     if (gl_vendor == GL_VENDOR_APPLE)
480     {
481         return TRUE;
482     }
483     return FALSE;
484 }
485
486 /* Context activation is done by the caller. */
487 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
488 {
489     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
490      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
491      * all the texture. This function detects this bug by its symptom and disables PBOs
492      * if the test fails.
493      *
494      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
495      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
496      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
497      * read back is compared to the original. If they are equal PBOs are assumed to work,
498      * otherwise the PBO extension is disabled. */
499     GLuint texture, pbo;
500     static const unsigned int pattern[] =
501     {
502         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
503         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
504         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
505         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
506     };
507     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
508
509     /* No PBO -> No point in testing them. */
510     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
511
512     ENTER_GL();
513
514     while (glGetError());
515     glGenTextures(1, &texture);
516     glBindTexture(GL_TEXTURE_2D, texture);
517
518     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
519     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
520     checkGLcall("Specifying the PBO test texture");
521
522     GL_EXTCALL(glGenBuffersARB(1, &pbo));
523     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
524     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
525     checkGLcall("Specifying the PBO test pbo");
526
527     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
528     checkGLcall("Loading the PBO test texture");
529
530     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
531     wglFinish(); /* just to be sure */
532
533     memset(check, 0, sizeof(check));
534     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
535     checkGLcall("Reading back the PBO test texture");
536
537     glDeleteTextures(1, &texture);
538     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
539     checkGLcall("PBO test cleanup");
540
541     LEAVE_GL();
542
543     if (memcmp(check, pattern, sizeof(check)))
544     {
545         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
546         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
547         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
548     }
549     else
550     {
551         TRACE_(d3d_caps)("PBO test successful.\n");
552     }
553 }
554
555 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
557 {
558     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
559 }
560
561 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
563 {
564     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
565     if (card_vendor != HW_VENDOR_ATI) return FALSE;
566     if (device == CARD_ATI_RADEON_X1600) return FALSE;
567     return TRUE;
568 }
569
570 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 {
573     return (gl_vendor == GL_VENDOR_ATI);
574
575 }
576
577 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 {
580     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
581      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
582      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
583      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
584      * hardcoded
585      *
586      * dx10 cards usually have 64 varyings */
587     return gl_info->limits.glsl_varyings > 44;
588 }
589
590 /* A GL context is provided by the caller */
591 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
592         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
593 {
594     GLenum error;
595     DWORD data[16];
596
597     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
598
599     ENTER_GL();
600     while(glGetError());
601     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
602     error = glGetError();
603     LEAVE_GL();
604
605     if(error == GL_NO_ERROR)
606     {
607         TRACE("GL Implementation accepts 4 component specular color pointers\n");
608         return TRUE;
609     }
610     else
611     {
612         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
613               debug_glerror(error));
614         return FALSE;
615     }
616 }
617
618 static BOOL match_apple_nvts(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     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
622     return gl_info->supported[NV_TEXTURE_SHADER];
623 }
624
625 /* A GL context is provided by the caller */
626 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 {
629     GLuint prog;
630     BOOL ret = FALSE;
631     GLint pos;
632     const char *testcode =
633         "!!ARBvp1.0\n"
634         "OPTION NV_vertex_program2;\n"
635         "MOV result.clip[0], 0.0;\n"
636         "MOV result.position, 0.0;\n"
637         "END\n";
638
639     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
640
641     ENTER_GL();
642     while(glGetError());
643
644     GL_EXTCALL(glGenProgramsARB(1, &prog));
645     if(!prog)
646     {
647         ERR("Failed to create the NVvp clip test program\n");
648         LEAVE_GL();
649         return FALSE;
650     }
651     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
652     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
653                                   strlen(testcode), testcode));
654     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
655     if(pos != -1)
656     {
657         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
658         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
659         ret = TRUE;
660         while(glGetError());
661     }
662     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
663
664     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
665     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
666     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
667
668     LEAVE_GL();
669     return ret;
670 }
671
672 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
673 {
674     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
675     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
676     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
677     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
678 }
679
680 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
681 {
682     quirk_arb_constants(gl_info);
683     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
684      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
685      * allow 48 different offsets or other helper immediate values. */
686     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
687     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
688 }
689
690 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
691  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
692  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
693  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
694  * most games, but avoids the crash
695  *
696  * A more sophisticated way would be to find all units that need texture coordinates and enable
697  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
698  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
699  *
700  * Note that disabling the extension entirely does not gain predictability because there is no point
701  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
702 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
703 {
704     if (gl_info->supported[ARB_POINT_SPRITE])
705     {
706         TRACE("Limiting point sprites to one texture unit.\n");
707         gl_info->limits.point_sprite_units = 1;
708     }
709 }
710
711 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
712 {
713     quirk_arb_constants(gl_info);
714
715     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
716      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
717      * If real NP2 textures are used, the driver falls back to software. We could just remove the
718      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
719      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
720      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
721      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
722      *
723      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
724      * has this extension promoted to core. The extension loading code sets this extension supported
725      * due to that, so this code works on fglrx as well. */
726     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
727     {
728         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
729         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
730         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
731     }
732
733     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
734      * it is generally more efficient. Reserve just 8 constants. */
735     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
736     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
737 }
738
739 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
740 {
741     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
742      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
743      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
744      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
745      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
746      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
747      *
748      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
749      *  triggering the software fallback. There is not much we can do here apart from disabling the
750      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
751      *  in IWineD3DImpl_FillGLCaps).
752      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
753      *  post-processing effects in the game "Max Payne 2").
754      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
755     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
756     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
757     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
758 }
759
760 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
761 {
762     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
763      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
764      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
765      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
766      * according to the spec.
767      *
768      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
769      * makes the shader slower and eats instruction slots which should be available to the d3d app.
770      *
771      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
772      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
773      * this workaround is activated on cards that do not need it, it won't break things, just affect
774      * performance negatively. */
775     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
776     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
777 }
778
779 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
780 {
781     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
782 }
783
784 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
785 {
786     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
787 }
788
789 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
790 {
791     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
792     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
793 }
794
795 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
796 {
797     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
798 }
799
800 struct driver_quirk
801 {
802     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
803             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
804     void (*apply)(struct wined3d_gl_info *gl_info);
805     const char *description;
806 };
807
808 static const struct driver_quirk quirk_table[] =
809 {
810     {
811         match_ati_r300_to_500,
812         quirk_ati_dx9,
813         "ATI GLSL constant and normalized texrect quirk"
814     },
815     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
816      * used it falls back to software. While the compiler can detect if the shader uses all declared
817      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
818      * using relative addressing falls back to software.
819      *
820      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
821     {
822         match_apple,
823         quirk_apple_glsl_constants,
824         "Apple GLSL uniform override"
825     },
826     {
827         match_geforce5,
828         quirk_no_np2,
829         "Geforce 5 NP2 disable"
830     },
831     {
832         match_apple_intel,
833         quirk_texcoord_w,
834         "Init texcoord .w for Apple Intel GPU driver"
835     },
836     {
837         match_apple_nonr500ati,
838         quirk_texcoord_w,
839         "Init texcoord .w for Apple ATI >= r600 GPU driver"
840     },
841     {
842         match_fglrx,
843         quirk_one_point_sprite,
844         "Fglrx point sprite crash workaround"
845     },
846     {
847         match_dx10_capable,
848         quirk_clip_varying,
849         "Reserved varying for gl_ClipPos"
850     },
851     {
852         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
853          * GL implementations accept it. The Mac GL is the only implementation known to
854          * reject it.
855          *
856          * If we can pass 4 component specular colors, do it, because (a) we don't have
857          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
858          * passes specular alpha to the pixel shader if any is used. Otherwise the
859          * specular alpha is used to pass the fog coordinate, which we pass to opengl
860          * via GL_EXT_fog_coord.
861          */
862         match_allows_spec_alpha,
863         quirk_allows_specular_alpha,
864         "Allow specular alpha quirk"
865     },
866     {
867         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
868          * (rdar://5682521).
869          */
870         match_apple_nvts,
871         quirk_apple_nvts,
872         "Apple NV_texture_shader disable"
873     },
874     {
875         match_broken_nv_clip,
876         quirk_disable_nvvp_clip,
877         "Apple NV_vertex_program clip bug quirk"
878     },
879 };
880
881 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
882  * reporting a driver version is moot because we are not the Windows driver, and we have different
883  * bugs, features, etc.
884  *
885  * The driver version has the form "x.y.z.w".
886  *
887  * "x" is the Windows version the driver is meant for:
888  * 4 -> 95/98/NT4
889  * 5 -> 2000
890  * 6 -> 2000/XP
891  * 7 -> Vista
892  * 8 -> Win 7
893  *
894  * "y" is the Direct3D level the driver supports:
895  * 11 -> d3d6
896  * 12 -> d3d7
897  * 13 -> d3d8
898  * 14 -> d3d9
899  * 15 -> d3d10
900  *
901  * "z" is unknown, possibly vendor specific.
902  *
903  * "w" is the vendor specific driver version.
904  */
905 struct driver_version_information
906 {
907     WORD vendor;                    /* reported PCI card vendor ID  */
908     WORD card;                      /* reported PCI card device ID  */
909     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
910     WORD d3d_level;                 /* driver hiword to report      */
911     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
912 };
913
914 static const struct driver_version_information driver_version_table[] =
915 {
916     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
917      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
918      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
919      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
920      *
921      * All version numbers used below are from the Linux nvidia drivers. */
922     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
923     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
924     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
925     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
926     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
927     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
928     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
929     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
930     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
931     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
932     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
933     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 8618   },
934     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 8618   },
935     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 8618   },
936     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 8585   },
937     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 8585   },
938     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 8618   },
939     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 8618   },
940     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 8618   },
941     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 8618   },
942     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 8585   },
943     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 8618   },
944     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 8618   },
945     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 8618   },
946     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 8618   },
947     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 8618   },
948     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 8618   },
949     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 8618   },
950     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 8618   },
951     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 8618   },
952     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 8618   },
953
954     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
955     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
956     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
957     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
958     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      14, 10, 6764    },
959     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
960     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
961     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
962     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
963     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
964     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
965     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
966     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
967
968     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
969 };
970
971 static void init_driver_info(struct wined3d_driver_info *driver_info,
972         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
973 {
974     OSVERSIONINFOW os_version;
975     WORD driver_os_version;
976     unsigned int i;
977
978     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
979     {
980         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
981         vendor = wined3d_settings.pci_vendor_id;
982     }
983     driver_info->vendor = vendor;
984
985     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
986     {
987         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
988         device = wined3d_settings.pci_device_id;
989     }
990     driver_info->device = device;
991
992     switch (vendor)
993     {
994         case HW_VENDOR_ATI:
995             driver_info->name = "ati2dvag.dll";
996             break;
997
998         case HW_VENDOR_NVIDIA:
999             driver_info->name = "nv4_disp.dll";
1000             break;
1001
1002         case HW_VENDOR_INTEL:
1003         default:
1004             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1005             driver_info->name = "Display";
1006             break;
1007     }
1008
1009     memset(&os_version, 0, sizeof(os_version));
1010     os_version.dwOSVersionInfoSize = sizeof(os_version);
1011     if (!GetVersionExW(&os_version))
1012     {
1013         ERR("Failed to get OS version, reporting 2000/XP.\n");
1014         driver_os_version = 6;
1015     }
1016     else
1017     {
1018         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1019         switch (os_version.dwMajorVersion)
1020         {
1021             case 4:
1022                 driver_os_version = 4;
1023                 break;
1024
1025             case 5:
1026                 driver_os_version = 6;
1027                 break;
1028
1029             case 6:
1030                 if (os_version.dwMinorVersion == 0)
1031                 {
1032                     driver_os_version = 7;
1033                 }
1034                 else
1035                 {
1036                     if (os_version.dwMinorVersion > 1)
1037                     {
1038                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1039                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1040                     }
1041                     driver_os_version = 8;
1042                 }
1043                 break;
1044
1045             default:
1046                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1047                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1048                 driver_os_version = 6;
1049                 break;
1050         }
1051     }
1052
1053     driver_info->description = "Direct3D HAL";
1054     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1055     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1056
1057     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1058     {
1059         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1060         {
1061             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1062
1063             driver_info->description = driver_version_table[i].description;
1064             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1065             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1066                     driver_version_table[i].lopart_lo);
1067             break;
1068         }
1069     }
1070
1071     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1072             driver_info->version_high, driver_info->version_low);
1073 }
1074
1075 /* Context activation is done by the caller. */
1076 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1077         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1078 {
1079     unsigned int i;
1080
1081     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1082     {
1083         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1084         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1085         quirk_table[i].apply(gl_info);
1086     }
1087
1088     /* Find out if PBOs work as they are supposed to. */
1089     test_pbo_functionality(gl_info);
1090 }
1091
1092 static DWORD wined3d_parse_gl_version(const char *gl_version)
1093 {
1094     const char *ptr = gl_version;
1095     int major, minor;
1096
1097     major = atoi(ptr);
1098     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1099
1100     while (isdigit(*ptr)) ++ptr;
1101     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1102
1103     minor = atoi(ptr);
1104
1105     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1106
1107     return MAKEDWORD_VERSION(major, minor);
1108 }
1109
1110 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1111 {
1112
1113     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1114      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1115      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1116      *
1117      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1118      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1119      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1120      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1121      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1122      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1123      * DirectDraw, not OpenGL. */
1124     if (gl_info->supported[APPLE_FENCE]
1125             && gl_info->supported[APPLE_CLIENT_STORAGE]
1126             && gl_info->supported[APPLE_FLUSH_RENDER]
1127             && gl_info->supported[APPLE_YCBCR_422])
1128         return GL_VENDOR_APPLE;
1129
1130     if (strstr(gl_vendor_string, "NVIDIA"))
1131         return GL_VENDOR_NVIDIA;
1132
1133     if (strstr(gl_vendor_string, "ATI"))
1134         return GL_VENDOR_ATI;
1135
1136     if (strstr(gl_vendor_string, "Intel(R)")
1137             || strstr(gl_renderer, "Intel(R)")
1138             || strstr(gl_vendor_string, "Intel Inc."))
1139         return GL_VENDOR_INTEL;
1140
1141     if (strstr(gl_vendor_string, "Mesa")
1142             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1143             || strstr(gl_vendor_string, "DRI R300 Project")
1144             || strstr(gl_vendor_string, "X.Org R300 Project")
1145             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1146             || strstr(gl_vendor_string, "VMware, Inc.")
1147             || strstr(gl_renderer, "Mesa")
1148             || strstr(gl_renderer, "Gallium"))
1149         return GL_VENDOR_MESA;
1150
1151     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_WINE.\n", debugstr_a(gl_vendor_string));
1152
1153     return GL_VENDOR_WINE;
1154 }
1155
1156 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1157 {
1158     if (strstr(gl_vendor_string, "NVIDIA"))
1159         return HW_VENDOR_NVIDIA;
1160
1161     if (strstr(gl_vendor_string, "ATI")
1162             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1163             || strstr(gl_vendor_string, "X.Org R300 Project")
1164             || strstr(gl_vendor_string, "DRI R300 Project"))
1165         return HW_VENDOR_ATI;
1166
1167     if (strstr(gl_vendor_string, "Intel(R)")
1168             || strstr(gl_renderer, "Intel(R)")
1169             || strstr(gl_vendor_string, "Intel Inc."))
1170         return HW_VENDOR_INTEL;
1171
1172     if (strstr(gl_vendor_string, "Mesa")
1173             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1174             || strstr(gl_vendor_string, "VMware, Inc."))
1175         return HW_VENDOR_WINE;
1176
1177     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1178
1179     return HW_VENDOR_NVIDIA;
1180 }
1181
1182
1183
1184 enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1185             unsigned int *vidmem )
1186 {
1187     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1188      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1189      */
1190     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1191     {
1192         /* Geforce 200 - highend */
1193         if (strstr(gl_renderer, "GTX 280")
1194                 || strstr(gl_renderer, "GTX 285")
1195                 || strstr(gl_renderer, "GTX 295"))
1196         {
1197             *vidmem = 1024;
1198             return CARD_NVIDIA_GEFORCE_GTX280;
1199         }
1200
1201         /* Geforce 200 - midend high */
1202         if (strstr(gl_renderer, "GTX 275"))
1203         {
1204             *vidmem = 896;
1205             return CARD_NVIDIA_GEFORCE_GTX275;
1206         }
1207
1208         /* Geforce 200 - midend */
1209         if (strstr(gl_renderer, "GTX 260"))
1210         {
1211             *vidmem = 1024;
1212             return CARD_NVIDIA_GEFORCE_GTX260;
1213         }
1214         /* Geforce 200 - midend */
1215         if (strstr(gl_renderer, "GT 240"))
1216         {
1217            *vidmem = 512;
1218            return CARD_NVIDIA_GEFORCE_GT240;
1219         }
1220
1221         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1222         if (strstr(gl_renderer, "9800")
1223                 || strstr(gl_renderer, "GTS 150")
1224                 || strstr(gl_renderer, "GTS 250"))
1225         {
1226             *vidmem = 512;
1227             return CARD_NVIDIA_GEFORCE_9800GT;
1228         }
1229
1230         /* Geforce9 - midend */
1231         if (strstr(gl_renderer, "9600"))
1232         {
1233             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1234             return CARD_NVIDIA_GEFORCE_9600GT;
1235         }
1236
1237         /* Geforce9 - midend low / Geforce 200 - low */
1238         if (strstr(gl_renderer, "9500")
1239                 || strstr(gl_renderer, "GT 120")
1240                 || strstr(gl_renderer, "GT 130"))
1241         {
1242             *vidmem = 256; /* The 9500GT has 256-1024MB */
1243             return CARD_NVIDIA_GEFORCE_9500GT;
1244         }
1245
1246         /* Geforce9 - lowend */
1247         if (strstr(gl_renderer, "9400"))
1248         {
1249             *vidmem = 256; /* The 9400GT has 256-1024MB */
1250             return CARD_NVIDIA_GEFORCE_9400GT;
1251         }
1252
1253         /* Geforce9 - lowend low */
1254         if (strstr(gl_renderer, "9100")
1255                 || strstr(gl_renderer, "9200")
1256                 || strstr(gl_renderer, "9300")
1257                 || strstr(gl_renderer, "G 100"))
1258         {
1259             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1260             return CARD_NVIDIA_GEFORCE_9200;
1261         }
1262
1263         /* Geforce8 - highend */
1264         if (strstr(gl_renderer, "8800"))
1265         {
1266             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1267             return CARD_NVIDIA_GEFORCE_8800GTS;
1268         }
1269
1270         /* Geforce8 - midend mobile */
1271         if (strstr(gl_renderer, "8600 M"))
1272         {
1273             *vidmem = 512;
1274             return CARD_NVIDIA_GEFORCE_8600MGT;
1275         }
1276
1277         /* Geforce8 - midend */
1278         if (strstr(gl_renderer, "8600")
1279                 || strstr(gl_renderer, "8700"))
1280         {
1281             *vidmem = 256;
1282             return CARD_NVIDIA_GEFORCE_8600GT;
1283         }
1284
1285         /* Geforce8 - lowend */
1286         if (strstr(gl_renderer, "8100")
1287                 || strstr(gl_renderer, "8200")
1288                 || strstr(gl_renderer, "8300")
1289                 || strstr(gl_renderer, "8400")
1290                 || strstr(gl_renderer, "8500"))
1291         {
1292             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1293             return CARD_NVIDIA_GEFORCE_8300GS;
1294         }
1295
1296         /* Geforce7 - highend */
1297         if (strstr(gl_renderer, "7800")
1298                 || strstr(gl_renderer, "7900")
1299                 || strstr(gl_renderer, "7950")
1300                 || strstr(gl_renderer, "Quadro FX 4")
1301                 || strstr(gl_renderer, "Quadro FX 5"))
1302         {
1303             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1304             return CARD_NVIDIA_GEFORCE_7800GT;
1305         }
1306
1307         /* Geforce7 midend */
1308         if (strstr(gl_renderer, "7600")
1309                 || strstr(gl_renderer, "7700"))
1310         {
1311             *vidmem = 256; /* The 7600 uses 256-512MB */
1312             return CARD_NVIDIA_GEFORCE_7600;
1313         }
1314
1315         /* Geforce7 lower medium */
1316         if (strstr(gl_renderer, "7400"))
1317         {
1318             *vidmem = 256; /* The 7400 uses 256-512MB */
1319             return CARD_NVIDIA_GEFORCE_7400;
1320         }
1321
1322         /* Geforce7 lowend */
1323         if (strstr(gl_renderer, "7300"))
1324         {
1325             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1326             return CARD_NVIDIA_GEFORCE_7300;
1327         }
1328
1329         /* Geforce6 highend */
1330         if (strstr(gl_renderer, "6800"))
1331         {
1332             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1333             return CARD_NVIDIA_GEFORCE_6800;
1334         }
1335
1336         /* Geforce6 - midend */
1337         if (strstr(gl_renderer, "6600")
1338                 || strstr(gl_renderer, "6610")
1339                 || strstr(gl_renderer, "6700"))
1340         {
1341             *vidmem = 128; /* A 6600GT has 128-256MB */
1342             return CARD_NVIDIA_GEFORCE_6600GT;
1343         }
1344
1345         /* Geforce6/7 lowend */
1346         *vidmem = 64; /* */
1347         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1348     }
1349
1350     if (WINE_D3D9_CAPABLE(gl_info))
1351     {
1352         /* GeforceFX - highend */
1353         if (strstr(gl_renderer, "5800")
1354                 || strstr(gl_renderer, "5900")
1355                 || strstr(gl_renderer, "5950")
1356                 || strstr(gl_renderer, "Quadro FX"))
1357         {
1358             *vidmem = 256; /* 5800-5900 cards use 256MB */
1359             return CARD_NVIDIA_GEFORCEFX_5800;
1360         }
1361
1362         /* GeforceFX - midend */
1363         if (strstr(gl_renderer, "5600")
1364                 || strstr(gl_renderer, "5650")
1365                 || strstr(gl_renderer, "5700")
1366                 || strstr(gl_renderer, "5750"))
1367         {
1368             *vidmem = 128; /* A 5600 uses 128-256MB */
1369             return CARD_NVIDIA_GEFORCEFX_5600;
1370         }
1371
1372         /* GeforceFX - lowend */
1373         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1374         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1375     }
1376
1377     if (WINE_D3D8_CAPABLE(gl_info))
1378     {
1379         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1380         {
1381             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1382             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1383         }
1384
1385         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1386         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1387     }
1388
1389     if (WINE_D3D7_CAPABLE(gl_info))
1390     {
1391         if (strstr(gl_renderer, "GeForce4 MX"))
1392         {
1393             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1394              * early models had 32MB but most have 64MB or even 128MB. */
1395             *vidmem = 64;
1396             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1397         }
1398
1399         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1400         {
1401             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1402             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1403         }
1404
1405         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1406         {
1407             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1408             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1409         }
1410
1411         /* Most Geforce1 cards have 32MB, there are also some rare 16
1412          * and 64MB (Dell) models. */
1413         *vidmem = 32;
1414         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1415     }
1416
1417     if (strstr(gl_renderer, "TNT2"))
1418     {
1419         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1420         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1421     }
1422
1423     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1424     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1425
1426 }
1427
1428 enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1429     unsigned int *vidmem )
1430 {
1431     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1432      *
1433      * Beware: renderer string do not match exact card model,
1434      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1435     if (WINE_D3D9_CAPABLE(gl_info))
1436     {
1437         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1438         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1439                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1440                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1441         {
1442             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1443             return CARD_ATI_RADEON_HD5800;
1444         }
1445
1446         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1447         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1448                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1449                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1450         {
1451             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1452             return CARD_ATI_RADEON_HD5700;
1453         }
1454
1455         /* Radeon R7xx HD4800 - highend */
1456         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1457                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1458                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1459                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1460                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1461         {
1462             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1463             return CARD_ATI_RADEON_HD4800;
1464         }
1465
1466         /* Radeon R740 HD4700 - midend */
1467         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1468                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1469         {
1470             *vidmem = 512;
1471             return CARD_ATI_RADEON_HD4700;
1472         }
1473
1474         /* Radeon R730 HD4600 - midend */
1475         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1476                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1477                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1478         {
1479             *vidmem = 512;
1480             return CARD_ATI_RADEON_HD4600;
1481         }
1482
1483         /* Radeon R710 HD4500/HD4350 - lowend */
1484         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1485                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1486         {
1487             *vidmem = 256;
1488             return CARD_ATI_RADEON_HD4350;
1489         }
1490
1491         /* Radeon R6xx HD2900/HD3800 - highend */
1492         if (strstr(gl_renderer, "HD 2900")
1493                 || strstr(gl_renderer, "HD 3870")
1494                 || strstr(gl_renderer, "HD 3850"))
1495         {
1496             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1497             return CARD_ATI_RADEON_HD2900;
1498         }
1499
1500         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1501         if (strstr(gl_renderer, "HD 2600")
1502                 || strstr(gl_renderer, "HD 3830")
1503                 || strstr(gl_renderer, "HD 3690")
1504                 || strstr(gl_renderer, "HD 3650"))
1505         {
1506             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1507             return CARD_ATI_RADEON_HD2600;
1508         }
1509
1510         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1511         if (strstr(gl_renderer, "HD 2300")
1512                 || strstr(gl_renderer, "HD 2400")
1513                 || strstr(gl_renderer, "HD 3470")
1514                 || strstr(gl_renderer, "HD 3450")
1515                 || strstr(gl_renderer, "HD 3430")
1516                 || strstr(gl_renderer, "HD 3400"))
1517         {
1518             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1519             return CARD_ATI_RADEON_HD2300;
1520         }
1521
1522         /* Radeon R6xx/R7xx integrated */
1523         if (strstr(gl_renderer, "HD 3100")
1524                 || strstr(gl_renderer, "HD 3200")
1525                 || strstr(gl_renderer, "HD 3300"))
1526         {
1527             *vidmem = 128; /* 128MB */
1528             return CARD_ATI_RADEON_HD3200;
1529         }
1530
1531         /* Radeon R5xx */
1532         if (strstr(gl_renderer, "X1600")
1533                 || strstr(gl_renderer, "X1650")
1534                 || strstr(gl_renderer, "X1800")
1535                 || strstr(gl_renderer, "X1900")
1536                 || strstr(gl_renderer, "X1950"))
1537         {
1538             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1539             return CARD_ATI_RADEON_X1600;
1540         }
1541
1542         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1543         if (strstr(gl_renderer, "X700")
1544                 || strstr(gl_renderer, "X800")
1545                 || strstr(gl_renderer, "X850")
1546                 || strstr(gl_renderer, "X1300")
1547                 || strstr(gl_renderer, "X1400")
1548                 || strstr(gl_renderer, "X1450")
1549                 || strstr(gl_renderer, "X1550"))
1550         {
1551             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1552             return CARD_ATI_RADEON_X700;
1553         }
1554
1555         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1556         if (strstr(gl_renderer, "Radeon Xpress"))
1557         {
1558             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1559             return CARD_ATI_RADEON_XPRESS_200M;
1560         }
1561
1562         /* Radeon R3xx */
1563         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1564         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1565     }
1566
1567     if (WINE_D3D8_CAPABLE(gl_info))
1568     {
1569         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1570         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1571     }
1572
1573     if (WINE_D3D7_CAPABLE(gl_info))
1574     {
1575         *vidmem = 32; /* There are models with up to 64MB */
1576         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1577     }
1578
1579     *vidmem = 16; /* There are 16-32MB models */
1580     return CARD_ATI_RAGE_128PRO;
1581
1582 }
1583
1584 enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1585     unsigned int *vidmem )
1586 {
1587     if (strstr(gl_renderer, "X3100"))
1588     {
1589         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1590         *vidmem = 128;
1591         return CARD_INTEL_X3100;
1592     }
1593
1594     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1595     {
1596         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1597         *vidmem = 64;
1598         return CARD_INTEL_I945GM;
1599     }
1600
1601     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1602     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1603     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1604     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1605     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1606     return CARD_INTEL_I915G;
1607
1608 }
1609
1610 enum wined3d_pci_device (select_card_ati_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1611             unsigned int *vidmem )
1612 {
1613     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1614      *
1615      * Beware: renderer string do not match exact card model,
1616      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1617     if (strstr(gl_renderer, "Gallium"))
1618     {
1619         /* Radeon R7xx HD4800 - highend */
1620         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1621                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1622                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1623         {
1624             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1625             return CARD_ATI_RADEON_HD4800;
1626         }
1627
1628         /* Radeon R740 HD4700 - midend */
1629         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1630         {
1631             *vidmem = 512;
1632             return CARD_ATI_RADEON_HD4700;
1633         }
1634
1635         /* Radeon R730 HD4600 - midend */
1636         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1637         {
1638             *vidmem = 512;
1639             return CARD_ATI_RADEON_HD4600;
1640         }
1641
1642         /* Radeon R710 HD4500/HD4350 - lowend */
1643         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1644         {
1645             *vidmem = 256;
1646             return CARD_ATI_RADEON_HD4350;
1647         }
1648
1649         /* Radeon R6xx HD2900/HD3800 - highend */
1650         if (strstr(gl_renderer, "R600")
1651                 || strstr(gl_renderer, "RV670")
1652                 || strstr(gl_renderer, "R680"))
1653         {
1654             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1655             return CARD_ATI_RADEON_HD2900;
1656         }
1657
1658         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1659         if (strstr(gl_renderer, "RV630")
1660                 || strstr(gl_renderer, "RV635"))
1661         {
1662             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1663             return CARD_ATI_RADEON_HD2600;
1664         }
1665
1666         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1667         if (strstr(gl_renderer, "RV610")
1668                 || strstr(gl_renderer, "RV620"))
1669         {
1670             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1671             return CARD_ATI_RADEON_HD2300;
1672         }
1673
1674         /* Radeon R6xx/R7xx integrated */
1675         if (strstr(gl_renderer, "RS780")
1676                 || strstr(gl_renderer, "RS880"))
1677         {
1678             *vidmem = 128; /* 128MB */
1679             return CARD_ATI_RADEON_HD3200;
1680         }
1681
1682         /* Radeon R5xx */
1683         if (strstr(gl_renderer, "RV530")
1684                 || strstr(gl_renderer, "RV535")
1685                 || strstr(gl_renderer, "RV560")
1686                 || strstr(gl_renderer, "R520")
1687                 || strstr(gl_renderer, "RV570")
1688                 || strstr(gl_renderer, "R580"))
1689         {
1690             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1691             return CARD_ATI_RADEON_X1600;
1692         }
1693
1694         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1695         if (strstr(gl_renderer, "R410")
1696                 || strstr(gl_renderer, "R420")
1697                 || strstr(gl_renderer, "R423")
1698                 || strstr(gl_renderer, "R430")
1699                 || strstr(gl_renderer, "R480")
1700                 || strstr(gl_renderer, "R481")
1701                 || strstr(gl_renderer, "RV410")
1702                 || strstr(gl_renderer, "RV515")
1703                 || strstr(gl_renderer, "RV516"))
1704         {
1705             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1706             return CARD_ATI_RADEON_X700;
1707         }
1708
1709         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1710         if (strstr(gl_renderer, "RS400")
1711                 || strstr(gl_renderer, "RS480")
1712                 || strstr(gl_renderer, "RS482")
1713                 || strstr(gl_renderer, "RS485")
1714                 || strstr(gl_renderer, "RS600")
1715                 || strstr(gl_renderer, "RS690")
1716                 || strstr(gl_renderer, "RS740"))
1717         {
1718             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1719             return CARD_ATI_RADEON_XPRESS_200M;
1720         }
1721
1722         /* Radeon R3xx */
1723         if (strstr(gl_renderer, "R300")
1724                 || strstr(gl_renderer, "RV350")
1725                 || strstr(gl_renderer, "RV351")
1726                 || strstr(gl_renderer, "RV360")
1727                 || strstr(gl_renderer, "RV370")
1728                 || strstr(gl_renderer, "R350")
1729                 || strstr(gl_renderer, "R360"))
1730         {
1731             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1732             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1733         }
1734     }
1735
1736     if (WINE_D3D9_CAPABLE(gl_info))
1737     {
1738         /* Radeon R7xx HD4800 - highend */
1739         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1740                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1741                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1742         {
1743             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1744             return CARD_ATI_RADEON_HD4800;
1745         }
1746
1747         /* Radeon R740 HD4700 - midend */
1748         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1749         {
1750             *vidmem = 512;
1751             return CARD_ATI_RADEON_HD4700;
1752         }
1753
1754         /* Radeon R730 HD4600 - midend */
1755         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1756         {
1757             *vidmem = 512;
1758             return CARD_ATI_RADEON_HD4600;
1759         }
1760
1761         /* Radeon R710 HD4500/HD4350 - lowend */
1762         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1763         {
1764             *vidmem = 256;
1765             return CARD_ATI_RADEON_HD4350;
1766         }
1767
1768         /* Radeon R6xx HD2900/HD3800 - highend */
1769         if (strstr(gl_renderer, "(R600")
1770                 || strstr(gl_renderer, "(RV670")
1771                 || strstr(gl_renderer, "(R680"))
1772         {
1773             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1774             return CARD_ATI_RADEON_HD2900;
1775         }
1776
1777         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1778         if (strstr(gl_renderer, "(RV630")
1779                 || strstr(gl_renderer, "(RV635"))
1780         {
1781             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1782             return CARD_ATI_RADEON_HD2600;
1783         }
1784
1785         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1786         if (strstr(gl_renderer, "(RV610")
1787                 || strstr(gl_renderer, "(RV620"))
1788         {
1789             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1790             return CARD_ATI_RADEON_HD2300;
1791         }
1792
1793         /* Radeon R6xx/R7xx integrated */
1794         if (strstr(gl_renderer, "(RS780")
1795                 || strstr(gl_renderer, "(RS880"))
1796         {
1797             *vidmem = 128; /* 128MB */
1798             return CARD_ATI_RADEON_HD3200;
1799         }
1800     }
1801
1802     if (WINE_D3D8_CAPABLE(gl_info))
1803     {
1804         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1805         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1806     }
1807
1808     if (WINE_D3D7_CAPABLE(gl_info))
1809     {
1810         *vidmem = 32; /* There are models with up to 64MB */
1811         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1812     }
1813
1814     *vidmem = 16; /* There are 16-32MB models */
1815     return CARD_ATI_RAGE_128PRO;
1816
1817 }
1818
1819 enum wined3d_pci_device (select_card_nvidia_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1820     unsigned int *vidmem )
1821 {
1822     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1823     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1824     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1825     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1826     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1827     return CARD_NVIDIA_RIVA_128;
1828 }
1829
1830 enum wined3d_pci_device (select_card_intel_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1831     unsigned int *vidmem )
1832 {
1833     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1834     return CARD_INTEL_I915G;
1835 }
1836
1837
1838 struct vendor_card_selection
1839 {
1840     enum wined3d_gl_vendor gl_vendor;
1841     enum wined3d_pci_vendor card_vendor;
1842     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1843     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1844             unsigned int *vidmem );
1845 };
1846
1847 static const struct vendor_card_selection vendor_card_select_table[] =
1848 {
1849     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1850     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1851     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1852     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1853     {GL_VENDOR_ATI,    HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1854     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1855     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1856     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1857 };
1858
1859
1860 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1861         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1862 {
1863     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1864      * different GPUs with roughly the same features. In most cases GPUs from a
1865      * certain family differ in clockspeeds, the amount of video memory and the
1866      * number of shader pipelines.
1867      *
1868      * A Direct3D device object contains the PCI id (vendor + device) of the
1869      * videocard which is used for rendering. Various applications use this
1870      * information to get a rough estimation of the features of the card and
1871      * some might use it for enabling 3d effects only on certain types of
1872      * videocards. In some cases games might even use it to work around bugs
1873      * which happen on certain videocards/driver combinations. The problem is
1874      * that OpenGL only exposes a rendering string containing the name of the
1875      * videocard and not the PCI id.
1876      *
1877      * Various games depend on the PCI id, so somehow we need to provide one.
1878      * A simple option is to parse the renderer string and translate this to
1879      * the right PCI id. This is a lot of work because there are more than 200
1880      * GPUs just for Nvidia. Various cards share the same renderer string, so
1881      * the amount of code might be 'small' but there are quite a number of
1882      * exceptions which would make this a pain to maintain. Another way would
1883      * be to query the PCI id from the operating system (assuming this is the
1884      * videocard which is used for rendering which is not always the case).
1885      * This would work but it is not very portable. Second it would not work
1886      * well in, let's say, a remote X situation in which the amount of 3d
1887      * features which can be used is limited.
1888      *
1889      * As said most games only use the PCI id to get an indication of the
1890      * capabilities of the card. It doesn't really matter if the given id is
1891      * the correct one if we return the id of a card with similar 3d features.
1892      *
1893      * The code below checks the OpenGL capabilities of a videocard and matches
1894      * that to a certain level of Direct3D functionality. Once a card passes
1895      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1896      * least a GeforceFX. To give a better estimate we do a basic check on the
1897      * renderer string but if that won't pass we return a default card. This
1898      * way is better than maintaining a full card database as even without a
1899      * full database we can return a card with similar features. Second the
1900      * size of the database can be made quite small because when you know what
1901      * type of 3d functionality a card has, you know to which GPU family the
1902      * GPU must belong. Because of this you only have to check a small part of
1903      * the renderer string to distinguishes between different models from that
1904      * family.
1905      *
1906      * The code also selects a default amount of video memory which we will
1907      * use for an estimation of the amount of free texture memory. In case of
1908      * real D3D the amount of texture memory includes video memory and system
1909      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1910      * HyperMemory). We don't know how much system memory can be addressed by
1911      * the system but we can make a reasonable estimation about the amount of
1912      * video memory. If the value is slightly wrong it doesn't matter as we
1913      * didn't include AGP-like memory which makes the amount of addressable
1914      * memory higher and second OpenGL isn't that critical it moves to system
1915      * memory behind our backs if really needed. Note that the amount of video
1916      * memory can be overruled using a registry setting. */
1917
1918     int i;
1919
1920     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1921     {
1922         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1923             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1924                 continue;
1925         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1926         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1927     }
1928
1929     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1930                      *gl_vendor, *card_vendor);
1931
1932     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1933      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1934      * them a good generic choice. */
1935     *card_vendor = HW_VENDOR_NVIDIA;
1936     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1937     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1938     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1939     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1940     return CARD_NVIDIA_RIVA_128;
1941 }
1942
1943 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1944 {
1945     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1946     int vs_selected_mode, ps_selected_mode;
1947
1948     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1949     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1950             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1951     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1952     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1953             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1954     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1955     else return &ffp_fragment_pipeline;
1956 }
1957
1958 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1959 {
1960     int vs_selected_mode, ps_selected_mode;
1961
1962     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1963     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1964     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1965     return &none_shader_backend;
1966 }
1967
1968 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1969 {
1970     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1971     int vs_selected_mode, ps_selected_mode;
1972
1973     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1974     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1975             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1976     else return &ffp_blit;
1977 }
1978
1979 /* Context activation is done by the caller. */
1980 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1981 {
1982     struct wined3d_driver_info *driver_info = &adapter->driver_info;
1983     struct wined3d_gl_info *gl_info = &adapter->gl_info;
1984     const char *GL_Extensions    = NULL;
1985     const char *WGL_Extensions   = NULL;
1986     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
1987     struct fragment_caps fragment_caps;
1988     enum wined3d_gl_vendor gl_vendor;
1989     enum wined3d_pci_vendor card_vendor;
1990     enum wined3d_pci_device device;
1991     GLint       gl_max;
1992     GLfloat     gl_floatv[2];
1993     unsigned    i;
1994     HDC         hdc;
1995     unsigned int vidmem=0;
1996     DWORD gl_version;
1997     size_t len;
1998
1999     TRACE_(d3d_caps)("(%p)\n", gl_info);
2000
2001     ENTER_GL();
2002
2003     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2004     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2005     if (!gl_renderer_str)
2006     {
2007         LEAVE_GL();
2008         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2009         return FALSE;
2010     }
2011
2012     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2013     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2014     if (!gl_vendor_str)
2015     {
2016         LEAVE_GL();
2017         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2018         return FALSE;
2019     }
2020
2021     /* Parse the GL_VERSION field into major and minor information */
2022     gl_version_str = (const char *)glGetString(GL_VERSION);
2023     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2024     if (!gl_version_str)
2025     {
2026         LEAVE_GL();
2027         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2028         return FALSE;
2029     }
2030     gl_version = wined3d_parse_gl_version(gl_version_str);
2031
2032     /*
2033      * Initialize openGL extension related variables
2034      *  with Default values
2035      */
2036     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2037     gl_info->limits.buffers = 1;
2038     gl_info->limits.textures = 1;
2039     gl_info->limits.fragment_samplers = 1;
2040     gl_info->limits.vertex_samplers = 0;
2041     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2042     gl_info->limits.sampler_stages = 1;
2043     gl_info->limits.glsl_vs_float_constants = 0;
2044     gl_info->limits.glsl_ps_float_constants = 0;
2045     gl_info->limits.arb_vs_float_constants = 0;
2046     gl_info->limits.arb_vs_native_constants = 0;
2047     gl_info->limits.arb_vs_instructions = 0;
2048     gl_info->limits.arb_vs_temps = 0;
2049     gl_info->limits.arb_ps_float_constants = 0;
2050     gl_info->limits.arb_ps_local_constants = 0;
2051     gl_info->limits.arb_ps_instructions = 0;
2052     gl_info->limits.arb_ps_temps = 0;
2053
2054     /* Retrieve opengl defaults */
2055     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2056     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2057     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2058
2059     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2060     gl_info->limits.lights = gl_max;
2061     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2062
2063     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2064     gl_info->limits.texture_size = gl_max;
2065     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2066
2067     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2068     gl_info->limits.pointsize_min = gl_floatv[0];
2069     gl_info->limits.pointsize_max = gl_floatv[1];
2070     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2071
2072     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2073     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2074     if (!GL_Extensions)
2075     {
2076         LEAVE_GL();
2077         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2078         return FALSE;
2079     }
2080
2081     LEAVE_GL();
2082
2083     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2084
2085     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2086
2087     while (*GL_Extensions)
2088     {
2089         const char *start;
2090         char current_ext[256];
2091
2092         while (isspace(*GL_Extensions)) ++GL_Extensions;
2093         start = GL_Extensions;
2094         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2095
2096         len = GL_Extensions - start;
2097         if (!len || len >= sizeof(current_ext)) continue;
2098
2099         memcpy(current_ext, start, len);
2100         current_ext[len] = '\0';
2101         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2102
2103         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2104         {
2105             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2106             {
2107                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2108                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2109                 break;
2110             }
2111         }
2112     }
2113
2114     /* Now work out what GL support this card really has */
2115 #define USE_GL_FUNC(type, pfn, ext, replace) \
2116 { \
2117     DWORD ver = ver_for_ext(ext); \
2118     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2119     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2120     else gl_info->pfn = NULL; \
2121 }
2122     GL_EXT_FUNCS_GEN;
2123 #undef USE_GL_FUNC
2124
2125 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2126     WGL_EXT_FUNCS_GEN;
2127 #undef USE_GL_FUNC
2128
2129     ENTER_GL();
2130
2131     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2132      * loading the functions, otherwise the code above will load the extension entry points instead of the
2133      * core functions, which may not work. */
2134     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2135     {
2136         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2137                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2138         {
2139             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2140             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2141         }
2142     }
2143
2144     if (gl_info->supported[APPLE_FENCE])
2145     {
2146         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2147          * The apple extension interacts with some other apple exts. Disable the NV
2148          * extension if the apple one is support to prevent confusion in other parts
2149          * of the code. */
2150         gl_info->supported[NV_FENCE] = FALSE;
2151     }
2152     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2153     {
2154         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2155          *
2156          * The enums are the same:
2157          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2158          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2159          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2160          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2161          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2162          */
2163         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2164         {
2165             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2166             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2167         }
2168         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2169         {
2170             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2171             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2172         }
2173     }
2174     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2175     {
2176         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2177          * functionality. Prefer the ARB extension */
2178         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2179     }
2180     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2181     {
2182         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2183         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2184     }
2185     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2186     {
2187         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2188         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2189     }
2190     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2191     {
2192         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2193         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2194     }
2195     if (gl_info->supported[NV_TEXTURE_SHADER2])
2196     {
2197         if (gl_info->supported[NV_REGISTER_COMBINERS])
2198         {
2199             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2200              * are supported. The nv extensions provide the same functionality as the
2201              * ATI one, and a bit more(signed pixelformats). */
2202             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2203         }
2204     }
2205
2206     if (gl_info->supported[NV_REGISTER_COMBINERS])
2207     {
2208         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2209         gl_info->limits.general_combiners = gl_max;
2210         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2211     }
2212     if (gl_info->supported[ARB_DRAW_BUFFERS])
2213     {
2214         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2215         gl_info->limits.buffers = gl_max;
2216         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2217     }
2218     if (gl_info->supported[ARB_MULTITEXTURE])
2219     {
2220         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2221         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2222         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2223
2224         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2225         {
2226             GLint tmp;
2227             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2228             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2229         }
2230         else
2231         {
2232             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2233         }
2234         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2235
2236         if (gl_info->supported[ARB_VERTEX_SHADER])
2237         {
2238             GLint tmp;
2239             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2240             gl_info->limits.vertex_samplers = tmp;
2241             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2242             gl_info->limits.combined_samplers = tmp;
2243
2244             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2245              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2246              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2247              * shader is used with fixed function vertex processing we're fine too because fixed function
2248              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2249              * used we have to make sure that all vertex sampler setups are valid together with all
2250              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2251              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2252              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2253              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2254              * a fixed function pipeline anymore.
2255              *
2256              * So this is just a check to check that our assumption holds true. If not, write a warning
2257              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2258             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2259                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2260             {
2261                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2262                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2263                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2264                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2265                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2266                 else
2267                     gl_info->limits.vertex_samplers = 0;
2268             }
2269         }
2270         else
2271         {
2272             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2273         }
2274         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2275         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2276     }
2277     if (gl_info->supported[ARB_VERTEX_BLEND])
2278     {
2279         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2280         gl_info->limits.blends = gl_max;
2281         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2282     }
2283     if (gl_info->supported[EXT_TEXTURE3D])
2284     {
2285         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2286         gl_info->limits.texture3d_size = gl_max;
2287         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2288     }
2289     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2290     {
2291         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2292         gl_info->limits.anisotropy = gl_max;
2293         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2294     }
2295     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2296     {
2297         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2298         gl_info->limits.arb_ps_float_constants = gl_max;
2299         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2300         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2301         gl_info->limits.arb_ps_native_constants = gl_max;
2302         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2303                 gl_info->limits.arb_ps_native_constants);
2304         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2305         gl_info->limits.arb_ps_temps = gl_max;
2306         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2307         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2308         gl_info->limits.arb_ps_instructions = gl_max;
2309         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2310         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2311         gl_info->limits.arb_ps_local_constants = gl_max;
2312         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2313     }
2314     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2315     {
2316         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2317         gl_info->limits.arb_vs_float_constants = gl_max;
2318         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2319         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2320         gl_info->limits.arb_vs_native_constants = gl_max;
2321         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2322                 gl_info->limits.arb_vs_native_constants);
2323         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2324         gl_info->limits.arb_vs_temps = gl_max;
2325         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2326         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2327         gl_info->limits.arb_vs_instructions = gl_max;
2328         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2329
2330         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2331     }
2332     if (gl_info->supported[ARB_VERTEX_SHADER])
2333     {
2334         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2335         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2336         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2337     }
2338     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2339     {
2340         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2341         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2342         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2343         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2344         gl_info->limits.glsl_varyings = gl_max;
2345         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2346     }
2347     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2348     {
2349         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2350         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2351     }
2352     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2353     {
2354         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2355     }
2356     else
2357     {
2358         gl_info->limits.shininess = 128.0f;
2359     }
2360     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2361     {
2362         /* If we have full NP2 texture support, disable
2363          * GL_ARB_texture_rectangle because we will never use it.
2364          * This saves a few redundant glDisable calls. */
2365         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2366     }
2367     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2368     {
2369         /* Disable NV_register_combiners and fragment shader if this is supported.
2370          * generally the NV extensions are preferred over the ATI ones, and this
2371          * extension is disabled if register_combiners and texture_shader2 are both
2372          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2373          * fragment processing support. */
2374         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2375         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2376         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2377         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2378     }
2379     if (gl_info->supported[NV_HALF_FLOAT])
2380     {
2381         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2382         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2383     }
2384     if (gl_info->supported[ARB_POINT_SPRITE])
2385     {
2386         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2387     }
2388     else
2389     {
2390         gl_info->limits.point_sprite_units = 0;
2391     }
2392     checkGLcall("extension detection");
2393
2394     LEAVE_GL();
2395
2396     adapter->fragment_pipe = select_fragment_implementation(adapter);
2397     adapter->shader_backend = select_shader_backend(adapter);
2398     adapter->blitter = select_blit_implementation(adapter);
2399
2400     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2401     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2402     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2403
2404     /* In some cases the number of texture stages can be larger than the number
2405      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2406      * shaders), but 8 texture stages (register combiners). */
2407     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2408
2409     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2410     {
2411         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2412         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2413         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2414         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2415         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2416         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2417         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2418         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2419         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2420         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2421         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2422         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2423         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2424         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2425         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2426         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2427         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2428         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2429         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2430     }
2431     else
2432     {
2433         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2434         {
2435             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2436             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2437             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2438             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2439             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2440             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2441             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2442             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2443             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2444             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2445             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2446             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2447             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2448             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2449             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2450             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2451             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2452         }
2453         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2454         {
2455             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2456             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2457         }
2458         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2459         {
2460             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2461         }
2462         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2463         {
2464             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2465         }
2466     }
2467
2468     /* MRTs are currently only supported when FBOs are used. */
2469     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2470     {
2471         gl_info->limits.buffers = 1;
2472     }
2473
2474     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2475     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2476     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2477
2478     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2479     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2480
2481     /* If we have an estimate use it, else default to 64MB;  */
2482     if(vidmem)
2483         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2484     else
2485         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2486
2487     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2488     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2489             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2490     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2491     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2492             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2493     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2494             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2495
2496     /* Make sure there's an active HDC else the WGL extensions will fail */
2497     hdc = pwglGetCurrentDC();
2498     if (hdc) {
2499         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2500         if(GL_EXTCALL(wglGetExtensionsStringARB))
2501             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2502
2503         if (NULL == WGL_Extensions) {
2504             ERR("   WGL_Extensions returns NULL\n");
2505         } else {
2506             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2507             while (*WGL_Extensions != 0x00) {
2508                 const char *Start;
2509                 char ThisExtn[256];
2510
2511                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2512                 Start = WGL_Extensions;
2513                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2514                     WGL_Extensions++;
2515                 }
2516
2517                 len = WGL_Extensions - Start;
2518                 if (len == 0 || len >= sizeof(ThisExtn))
2519                     continue;
2520
2521                 memcpy(ThisExtn, Start, len);
2522                 ThisExtn[len] = '\0';
2523                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2524
2525                 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2526                     gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2527                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2528                 }
2529                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2530                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2531                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2532                 }
2533                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2534                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2535                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2536                 }
2537             }
2538         }
2539     }
2540
2541     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2542     init_driver_info(driver_info, card_vendor, device);
2543     add_gl_compat_wrappers(gl_info);
2544
2545     return TRUE;
2546 }
2547
2548 /**********************************************************
2549  * IWineD3D implementation follows
2550  **********************************************************/
2551
2552 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2553     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2554
2555     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2556
2557     return This->adapter_count;
2558 }
2559
2560 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2561 {
2562     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2563
2564     return WINED3D_OK;
2565 }
2566
2567 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2568     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2569
2570     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2571
2572     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2573         return NULL;
2574     }
2575
2576     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2577 }
2578
2579 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2580      of the same bpp but different resolutions                                  */
2581
2582 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2583 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2584     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2585     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2586
2587     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2588         return 0;
2589     }
2590
2591     /* TODO: Store modes per adapter and read it from the adapter structure */
2592     if (Adapter == 0) { /* Display */
2593         const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2594         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2595         unsigned int i = 0;
2596         unsigned int j = 0;
2597         DEVMODEW mode;
2598
2599         memset(&mode, 0, sizeof(mode));
2600         mode.dmSize = sizeof(mode);
2601
2602         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2603         {
2604             ++j;
2605
2606             if (Format == WINED3DFMT_UNKNOWN)
2607             {
2608                 /* This is for D3D8, do not enumerate P8 here */
2609                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2610             }
2611             else if (mode.dmBitsPerPel == format_bits)
2612             {
2613                 ++i;
2614             }
2615         }
2616
2617         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2618         return i;
2619     } else {
2620         FIXME_(d3d_caps)("Adapter not primary display\n");
2621     }
2622     return 0;
2623 }
2624
2625 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2626 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2627     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2628     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2629
2630     /* Validate the parameters as much as possible */
2631     if (NULL == pMode ||
2632         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2633         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2634         return WINED3DERR_INVALIDCALL;
2635     }
2636
2637     /* TODO: Store modes per adapter and read it from the adapter structure */
2638     if (Adapter == 0)
2639     {
2640         const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2641         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2642         DEVMODEW DevModeW;
2643         int ModeIdx = 0;
2644         UINT i = 0;
2645         int j = 0;
2646
2647         ZeroMemory(&DevModeW, sizeof(DevModeW));
2648         DevModeW.dmSize = sizeof(DevModeW);
2649
2650         /* If we are filtering to a specific format (D3D9), then need to skip
2651            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2652            just count through the ones with valid bit depths */
2653         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2654         {
2655             if (Format == WINED3DFMT_UNKNOWN)
2656             {
2657                 /* This is for D3D8, do not enumerate P8 here */
2658                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2659             }
2660             else if (DevModeW.dmBitsPerPel == format_bits)
2661             {
2662                 ++i;
2663             }
2664         }
2665
2666         if (i == 0) {
2667             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2668             return WINED3DERR_INVALIDCALL;
2669         }
2670         ModeIdx = j - 1;
2671
2672         /* Now get the display mode via the calculated index */
2673         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2674             pMode->Width        = DevModeW.dmPelsWidth;
2675             pMode->Height       = DevModeW.dmPelsHeight;
2676             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2677             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2678                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2679
2680             if (Format == WINED3DFMT_UNKNOWN) {
2681                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2682             } else {
2683                 pMode->Format = Format;
2684             }
2685         } else {
2686             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2687             return WINED3DERR_INVALIDCALL;
2688         }
2689
2690         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2691                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2692                 DevModeW.dmBitsPerPel);
2693
2694     }
2695     else
2696     {
2697         FIXME_(d3d_caps)("Adapter not primary display\n");
2698     }
2699
2700     return WINED3D_OK;
2701 }
2702
2703 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2704 {
2705     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2706
2707     if (NULL == pMode ||
2708         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2709         return WINED3DERR_INVALIDCALL;
2710     }
2711
2712     if (Adapter == 0) { /* Display */
2713         int bpp = 0;
2714         DEVMODEW DevModeW;
2715
2716         ZeroMemory(&DevModeW, sizeof(DevModeW));
2717         DevModeW.dmSize = sizeof(DevModeW);
2718
2719         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2720         pMode->Width        = DevModeW.dmPelsWidth;
2721         pMode->Height       = DevModeW.dmPelsHeight;
2722         bpp                 = DevModeW.dmBitsPerPel;
2723         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2724         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2725         {
2726             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2727         }
2728
2729         pMode->Format = pixelformat_for_depth(bpp);
2730     } else {
2731         FIXME_(d3d_caps)("Adapter not primary display\n");
2732     }
2733
2734     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2735           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2736     return WINED3D_OK;
2737 }
2738
2739 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2740    and fields being inserted in the middle, a new structure is used in place    */
2741 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2742                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2743     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2744     struct wined3d_adapter *adapter;
2745     size_t len;
2746
2747     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2748
2749     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2750         return WINED3DERR_INVALIDCALL;
2751     }
2752
2753     adapter = &This->adapters[Adapter];
2754
2755     /* Return the information requested */
2756     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2757
2758     if (pIdentifier->driver_size)
2759     {
2760         const char *name = adapter->driver_info.name;
2761         len = min(strlen(name), pIdentifier->driver_size - 1);
2762         memcpy(pIdentifier->driver, name, len);
2763         pIdentifier->driver[len] = '\0';
2764     }
2765
2766     if (pIdentifier->description_size)
2767     {
2768         const char *description = adapter->driver_info.description;
2769         len = min(strlen(description), pIdentifier->description_size - 1);
2770         memcpy(pIdentifier->description, description, len);
2771         pIdentifier->description[len] = '\0';
2772     }
2773
2774     /* Note that d3d8 doesn't supply a device name. */
2775     if (pIdentifier->device_name_size)
2776     {
2777         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2778
2779         len = strlen(device_name);
2780         if (len >= pIdentifier->device_name_size)
2781         {
2782             ERR("Device name size too small.\n");
2783             return WINED3DERR_INVALIDCALL;
2784         }
2785
2786         memcpy(pIdentifier->device_name, device_name, len);
2787         pIdentifier->device_name[len] = '\0';
2788     }
2789
2790     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2791     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2792     pIdentifier->vendor_id = adapter->driver_info.vendor;
2793     pIdentifier->device_id = adapter->driver_info.device;
2794     pIdentifier->subsystem_id = 0;
2795     pIdentifier->revision = 0;
2796     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2797     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2798     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2799     pIdentifier->video_memory = adapter->TextureRam;
2800
2801     return WINED3D_OK;
2802 }
2803
2804 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2805         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2806 {
2807     short redSize, greenSize, blueSize, alphaSize, colorBits;
2808
2809     if(!cfg)
2810         return FALSE;
2811
2812     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2813         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2814         {
2815             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2816             return FALSE;
2817         }
2818
2819         if(cfg->redSize < redSize)
2820             return FALSE;
2821
2822         if(cfg->greenSize < greenSize)
2823             return FALSE;
2824
2825         if(cfg->blueSize < blueSize)
2826             return FALSE;
2827
2828         if(cfg->alphaSize < alphaSize)
2829             return FALSE;
2830
2831         return TRUE;
2832     } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2833         if (format_desc->format == WINED3DFMT_R16_FLOAT)
2834             return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2835         if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2836             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2837         if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2838             return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2839         if (format_desc->format == WINED3DFMT_R32_FLOAT)
2840             return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2841         if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2842             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2843         if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2844             return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2845     } else {
2846         /* Probably a color index mode */
2847         return FALSE;
2848     }
2849
2850     return FALSE;
2851 }
2852
2853 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2854         const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2855 {
2856     short depthSize, stencilSize;
2857     BOOL lockable = FALSE;
2858
2859     if(!cfg)
2860         return FALSE;
2861
2862     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2863     {
2864         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2865         return FALSE;
2866     }
2867
2868     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2869         lockable = TRUE;
2870
2871     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2872      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2873      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2874     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2875         return FALSE;
2876
2877     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2878      * allow more stencil bits than requested. */
2879     if(cfg->stencilSize < stencilSize)
2880         return FALSE;
2881
2882     return TRUE;
2883 }
2884
2885 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2886                                                    WINED3DFORMAT AdapterFormat,
2887                                                    WINED3DFORMAT RenderTargetFormat,
2888                                                    WINED3DFORMAT DepthStencilFormat) {
2889     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2890     int nCfgs;
2891     const WineD3D_PixelFormat *cfgs;
2892     const struct wined3d_adapter *adapter;
2893     const struct GlPixelFormatDesc *rt_format_desc;
2894     const struct GlPixelFormatDesc *ds_format_desc;
2895     int it;
2896
2897     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2898            This, Adapter,
2899            DeviceType, debug_d3ddevicetype(DeviceType),
2900            AdapterFormat, debug_d3dformat(AdapterFormat),
2901            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2902            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2903
2904     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2905         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2906         return WINED3DERR_INVALIDCALL;
2907     }
2908
2909     adapter = &This->adapters[Adapter];
2910     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2911     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2912     cfgs = adapter->cfgs;
2913     nCfgs = adapter->nCfgs;
2914     for (it = 0; it < nCfgs; ++it) {
2915         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2916         {
2917             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2918             {
2919                 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2920                 return WINED3D_OK;
2921             }
2922         }
2923     }
2924     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2925
2926     return WINED3DERR_NOTAVAILABLE;
2927 }
2928
2929 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2930         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2931 {
2932     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2933     const struct GlPixelFormatDesc *glDesc;
2934     const struct wined3d_adapter *adapter;
2935
2936     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2937           This,
2938           Adapter,
2939           DeviceType, debug_d3ddevicetype(DeviceType),
2940           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2941           Windowed,
2942           MultiSampleType,
2943           pQualityLevels);
2944
2945     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2946         return WINED3DERR_INVALIDCALL;
2947     }
2948
2949     /* TODO: handle Windowed, add more quality levels */
2950
2951     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2952         if(pQualityLevels) *pQualityLevels = 1;
2953         return WINED3D_OK;
2954     }
2955
2956     /* By default multisampling is disabled right now as it causes issues
2957      * on some Nvidia driver versions and it doesn't work well in combination
2958      * with FBOs yet. */
2959     if(!wined3d_settings.allow_multisampling)
2960         return WINED3DERR_NOTAVAILABLE;
2961
2962     adapter = &This->adapters[Adapter];
2963     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2964     if (!glDesc) return WINED3DERR_INVALIDCALL;
2965
2966     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2967         int i, nCfgs;
2968         const WineD3D_PixelFormat *cfgs;
2969
2970         cfgs = adapter->cfgs;
2971         nCfgs = adapter->nCfgs;
2972         for(i=0; i<nCfgs; i++) {
2973             if(cfgs[i].numSamples != MultiSampleType)
2974                 continue;
2975
2976             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2977                 continue;
2978
2979             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2980
2981             if(pQualityLevels)
2982                 *pQualityLevels = 1; /* Guess at a value! */
2983             return WINED3D_OK;
2984         }
2985     }
2986     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2987         short redSize, greenSize, blueSize, alphaSize, colorBits;
2988         int i, nCfgs;
2989         const WineD3D_PixelFormat *cfgs;
2990
2991         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2992         {
2993             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2994             return WINED3DERR_NOTAVAILABLE;
2995         }
2996
2997         cfgs = adapter->cfgs;
2998         nCfgs = adapter->nCfgs;
2999         for(i=0; i<nCfgs; i++) {
3000             if(cfgs[i].numSamples != MultiSampleType)
3001                 continue;
3002             if(cfgs[i].redSize != redSize)
3003                 continue;
3004             if(cfgs[i].greenSize != greenSize)
3005                 continue;
3006             if(cfgs[i].blueSize != blueSize)
3007                 continue;
3008             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3009             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3010                 continue;
3011             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3012                 continue;
3013
3014             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3015
3016             if(pQualityLevels)
3017                 *pQualityLevels = 1; /* Guess at a value! */
3018             return WINED3D_OK;
3019         }
3020     }
3021     return WINED3DERR_NOTAVAILABLE;
3022 }
3023
3024 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3025         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3026 {
3027     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3028     UINT nmodes;
3029
3030     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3031             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3032             debug_d3dformat(BackBufferFormat), Windowed);
3033
3034     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3035         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3036         return WINED3DERR_INVALIDCALL;
3037     }
3038
3039     /* The task of this function is to check whether a certain display / backbuffer format
3040      * combination is available on the given adapter. In fullscreen mode microsoft specified
3041      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3042      * and display format should match exactly.
3043      * In windowed mode format conversion can occur and this depends on the driver. When format
3044      * conversion is done, this function should nevertheless fail and applications need to use
3045      * CheckDeviceFormatConversion.
3046      * At the moment we assume that fullscreen and windowed have the same capabilities */
3047
3048     /* There are only 4 display formats */
3049     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3050             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3051             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3052             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3053     {
3054         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3055         return WINED3DERR_NOTAVAILABLE;
3056     }
3057
3058     /* If the requested DisplayFormat is not available, don't continue */
3059     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3060     if(!nmodes) {
3061         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3062         return WINED3DERR_NOTAVAILABLE;
3063     }
3064
3065     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3066     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3067         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3068         return WINED3DERR_NOTAVAILABLE;
3069     }
3070
3071     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3072     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3073     {
3074         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3075         return WINED3DERR_NOTAVAILABLE;
3076     }
3077
3078     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3079     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3080             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3081     {
3082         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3083         return WINED3DERR_NOTAVAILABLE;
3084     }
3085
3086     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3087     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3088             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3089     {
3090         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3091         return WINED3DERR_NOTAVAILABLE;
3092     }
3093
3094     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3095     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3096             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3097     {
3098         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3099         return WINED3DERR_NOTAVAILABLE;
3100     }
3101
3102     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3103     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3104     if(FAILED(hr))
3105         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3106
3107     return hr;
3108 }
3109
3110
3111 /* Check if we support bumpmapping for a format */
3112 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3113         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3114 {
3115     switch(format_desc->format)
3116     {
3117         case WINED3DFMT_R8G8_SNORM:
3118         case WINED3DFMT_R16G16_SNORM:
3119         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3120         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3121         case WINED3DFMT_R8G8B8A8_SNORM:
3122             /* Ask the fixed function pipeline implementation if it can deal
3123              * with the conversion. If we've got a GL extension giving native
3124              * support this will be an identity conversion. */
3125             if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3126             {
3127                 TRACE_(d3d_caps)("[OK]\n");
3128                 return TRUE;
3129             }
3130             TRACE_(d3d_caps)("[FAILED]\n");
3131             return FALSE;
3132
3133         default:
3134             TRACE_(d3d_caps)("[FAILED]\n");
3135             return FALSE;
3136     }
3137 }
3138
3139 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3140 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3141         const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
3142 {
3143     int it=0;
3144
3145     /* Only allow depth/stencil formats */
3146     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3147
3148     /* Walk through all WGL pixel formats to find a match */
3149     for (it = 0; it < adapter->nCfgs; ++it)
3150     {
3151         WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3152         if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3153         {
3154             if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3155             {
3156                 return TRUE;
3157             }
3158         }
3159     }
3160
3161     return FALSE;
3162 }
3163
3164 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3165 {
3166     /* The flags entry of a format contains the filtering capability */
3167     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3168
3169     return FALSE;
3170 }
3171
3172 /* Check the render target capabilities of a format */
3173 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3174         const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
3175 {
3176     /* Filter out non-RT formats */
3177     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3178
3179     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3180         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3181         int it;
3182         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3183         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3184
3185         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3186         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3187
3188         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3189          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3190         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3191             TRACE_(d3d_caps)("[FAILED]\n");
3192             return FALSE;
3193         }
3194
3195         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3196          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3197         for (it = 0; it < adapter->nCfgs; ++it)
3198         {
3199             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3200                     &cfgs[it], check_format_desc))
3201             {
3202                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3203                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3204                 return TRUE;
3205             }
3206         }
3207     } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
3208         /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
3209         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3210         int it;
3211
3212         /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
3213         for (it = 0; it < adapter->nCfgs; ++it)
3214         {
3215             if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3216                     &cfgs[it], check_format_desc))
3217             {
3218                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3219                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3220                 return TRUE;
3221             }
3222         }
3223     } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
3224         /* For now return TRUE for FBOs until we have some proper checks.
3225          * Note that this function will only be called when the format is around for texturing. */
3226         return TRUE;
3227     }
3228     return FALSE;
3229 }
3230
3231 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3232 {
3233     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3234
3235     /* Check for supported sRGB formats (Texture loading and framebuffer) */
3236     if (!gl_info->supported[EXT_TEXTURE_SRGB])
3237     {
3238         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3239         return FALSE;
3240     }
3241
3242     switch (format_desc->format)
3243     {
3244         case WINED3DFMT_B8G8R8A8_UNORM:
3245         case WINED3DFMT_B8G8R8X8_UNORM:
3246         case WINED3DFMT_B4G4R4A4_UNORM:
3247         case WINED3DFMT_L8_UNORM:
3248         case WINED3DFMT_L8A8_UNORM:
3249         case WINED3DFMT_DXT1:
3250         case WINED3DFMT_DXT2:
3251         case WINED3DFMT_DXT3:
3252         case WINED3DFMT_DXT4:
3253         case WINED3DFMT_DXT5:
3254             TRACE_(d3d_caps)("[OK]\n");
3255             return TRUE;
3256
3257         default:
3258             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3259             return FALSE;
3260     }
3261     return FALSE;
3262 }
3263
3264 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3265         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3266 {
3267     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3268      * doing the color fixup in shaders.
3269      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3270     if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3271     {
3272         int vs_selected_mode;
3273         int ps_selected_mode;
3274         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3275
3276         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3277             TRACE_(d3d_caps)("[OK]\n");
3278             return TRUE;
3279         }
3280     }
3281
3282     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3283     return FALSE;
3284 }
3285
3286 /* Check if a format support blending in combination with pixel shaders */
3287 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3288         const struct GlPixelFormatDesc *format_desc)
3289 {
3290     /* The flags entry of a format contains the post pixel shader blending capability */
3291     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3292
3293     return FALSE;
3294 }
3295
3296 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3297 {
3298     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3299      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3300      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3301      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3302      * capability anyway.
3303      *
3304      * For now lets report this on all formats, but in the future we may want to
3305      * restrict it to some should games need that
3306      */
3307     return TRUE;
3308 }
3309
3310 /* Check if a texture format is supported on the given adapter */
3311 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3312         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3313 {
3314     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3315
3316     switch (format_desc->format)
3317     {
3318         /*****
3319          *  supported: RGB(A) formats
3320          */
3321         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3322         case WINED3DFMT_B8G8R8A8_UNORM:
3323         case WINED3DFMT_B8G8R8X8_UNORM:
3324         case WINED3DFMT_B5G6R5_UNORM:
3325         case WINED3DFMT_B5G5R5X1_UNORM:
3326         case WINED3DFMT_B5G5R5A1_UNORM:
3327         case WINED3DFMT_B4G4R4A4_UNORM:
3328         case WINED3DFMT_A8_UNORM:
3329         case WINED3DFMT_B4G4R4X4_UNORM:
3330         case WINED3DFMT_R8G8B8A8_UNORM:
3331         case WINED3DFMT_R8G8B8X8_UNORM:
3332         case WINED3DFMT_B10G10R10A2_UNORM:
3333         case WINED3DFMT_R10G10B10A2_UNORM:
3334         case WINED3DFMT_R16G16_UNORM:
3335             TRACE_(d3d_caps)("[OK]\n");
3336             return TRUE;
3337
3338         case WINED3DFMT_B2G3R3_UNORM:
3339             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3340             return FALSE;
3341
3342         /*****
3343          *  supported: Palettized
3344          */
3345         case WINED3DFMT_P8_UINT:
3346             TRACE_(d3d_caps)("[OK]\n");
3347             return TRUE;
3348         /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3349         case WINED3DFMT_P8_UINT_A8_UNORM:
3350             return FALSE;
3351
3352         /*****
3353          *  Supported: (Alpha)-Luminance
3354          */
3355         case WINED3DFMT_L8_UNORM:
3356         case WINED3DFMT_L8A8_UNORM:
3357         case WINED3DFMT_L16_UNORM:
3358             TRACE_(d3d_caps)("[OK]\n");
3359             return TRUE;
3360
3361         /* Not supported on Windows, thus disabled */
3362         case WINED3DFMT_L4A4_UNORM:
3363             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3364             return FALSE;
3365
3366         /*****
3367          *  Supported: Depth/Stencil formats
3368          */
3369         case WINED3DFMT_D16_LOCKABLE:
3370         case WINED3DFMT_D16_UNORM:
3371         case WINED3DFMT_S1_UINT_D15_UNORM:
3372         case WINED3DFMT_X8D24_UNORM:
3373         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3374         case WINED3DFMT_D24_UNORM_S8_UINT:
3375         case WINED3DFMT_S8_UINT_D24_FLOAT:
3376         case WINED3DFMT_D32_UNORM:
3377         case WINED3DFMT_D32_FLOAT:
3378             return TRUE;
3379
3380         /*****
3381          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3382          *  GL_NV_texture_shader). Emulated by shaders
3383          */
3384         case WINED3DFMT_R8G8_SNORM:
3385         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3386         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3387         case WINED3DFMT_R8G8B8A8_SNORM:
3388         case WINED3DFMT_R16G16_SNORM:
3389             /* Ask the shader backend if it can deal with the conversion. If
3390              * we've got a GL extension giving native support this will be an
3391              * identity conversion. */
3392             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3393             {
3394                 TRACE_(d3d_caps)("[OK]\n");
3395                 return TRUE;
3396             }
3397             TRACE_(d3d_caps)("[FAILED]\n");
3398             return FALSE;
3399
3400         case WINED3DFMT_DXT1:
3401         case WINED3DFMT_DXT2:
3402         case WINED3DFMT_DXT3:
3403         case WINED3DFMT_DXT4:
3404         case WINED3DFMT_DXT5:
3405             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3406             {
3407                 TRACE_(d3d_caps)("[OK]\n");
3408                 return TRUE;
3409             }
3410             TRACE_(d3d_caps)("[FAILED]\n");
3411             return FALSE;
3412
3413
3414         /*****
3415          *  Odd formats - not supported
3416          */
3417         case WINED3DFMT_VERTEXDATA:
3418         case WINED3DFMT_R16_UINT:
3419         case WINED3DFMT_R32_UINT:
3420         case WINED3DFMT_R16G16B16A16_SNORM:
3421         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3422         case WINED3DFMT_R10G11B11_SNORM:
3423             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3424             return FALSE;
3425
3426         /*****
3427          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3428          */
3429         case WINED3DFMT_R8G8_SNORM_Cx:
3430             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3431             return FALSE;
3432
3433         /* YUV formats */
3434         case WINED3DFMT_UYVY:
3435         case WINED3DFMT_YUY2:
3436             if (gl_info->supported[APPLE_YCBCR_422])
3437             {
3438                 TRACE_(d3d_caps)("[OK]\n");
3439                 return TRUE;
3440             }
3441             TRACE_(d3d_caps)("[FAILED]\n");
3442             return FALSE;
3443         case WINED3DFMT_YV12:
3444             TRACE_(d3d_caps)("[FAILED]\n");
3445             return FALSE;
3446
3447             /* Not supported */
3448         case WINED3DFMT_R16G16B16A16_UNORM:
3449         case WINED3DFMT_B2G3R3A8_UNORM:
3450             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3451             return FALSE;
3452
3453             /* Floating point formats */
3454         case WINED3DFMT_R16_FLOAT:
3455         case WINED3DFMT_R16G16_FLOAT:
3456         case WINED3DFMT_R16G16B16A16_FLOAT:
3457             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3458             {
3459                 TRACE_(d3d_caps)("[OK]\n");
3460                 return TRUE;
3461             }
3462             TRACE_(d3d_caps)("[FAILED]\n");
3463             return FALSE;
3464
3465         case WINED3DFMT_R32_FLOAT:
3466         case WINED3DFMT_R32G32_FLOAT:
3467         case WINED3DFMT_R32G32B32A32_FLOAT:
3468             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3469             {
3470                 TRACE_(d3d_caps)("[OK]\n");
3471                 return TRUE;
3472             }
3473             TRACE_(d3d_caps)("[FAILED]\n");
3474             return FALSE;
3475
3476         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3477          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3478          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3479          * We can do instancing with all shader versions, but we need vertex shaders.
3480          *
3481          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3482          * to enable instancing. WineD3D doesn't need that and just ignores it.
3483          *
3484          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3485          */
3486         case WINED3DFMT_INST:
3487             TRACE("ATI Instancing check hack\n");
3488             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3489             {
3490                 TRACE_(d3d_caps)("[OK]\n");
3491                 return TRUE;
3492             }
3493             TRACE_(d3d_caps)("[FAILED]\n");
3494             return FALSE;
3495
3496         /* Some weird FOURCC formats */
3497         case WINED3DFMT_R8G8_B8G8:
3498         case WINED3DFMT_G8R8_G8B8:
3499         case WINED3DFMT_MULTI2_ARGB8:
3500             TRACE_(d3d_caps)("[FAILED]\n");
3501             return FALSE;
3502
3503         /* Vendor specific formats */
3504         case WINED3DFMT_ATI2N:
3505             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3506                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3507             {
3508                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3509                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3510                 {
3511                     TRACE_(d3d_caps)("[OK]\n");
3512                     return TRUE;
3513                 }
3514
3515                 TRACE_(d3d_caps)("[OK]\n");
3516                 return TRUE;
3517             }
3518             TRACE_(d3d_caps)("[FAILED]\n");
3519             return FALSE;
3520
3521         case WINED3DFMT_NVHU:
3522         case WINED3DFMT_NVHS:
3523             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3524              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3525              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3526              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3527              * Applications have to deal with not having NVHS and NVHU.
3528              */
3529             TRACE_(d3d_caps)("[FAILED]\n");
3530             return FALSE;
3531
3532         case WINED3DFMT_UNKNOWN:
3533             return FALSE;
3534
3535         default:
3536             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3537             break;
3538     }
3539     return FALSE;
3540 }
3541
3542 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3543         WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3544 {
3545     if(SurfaceType == SURFACE_GDI) {
3546         switch(check_format_desc->format)
3547         {
3548             case WINED3DFMT_B8G8R8_UNORM:
3549             case WINED3DFMT_B8G8R8A8_UNORM:
3550             case WINED3DFMT_B8G8R8X8_UNORM:
3551             case WINED3DFMT_B5G6R5_UNORM:
3552             case WINED3DFMT_B5G5R5X1_UNORM:
3553             case WINED3DFMT_B5G5R5A1_UNORM:
3554             case WINED3DFMT_B4G4R4A4_UNORM:
3555             case WINED3DFMT_B2G3R3_UNORM:
3556             case WINED3DFMT_A8_UNORM:
3557             case WINED3DFMT_B2G3R3A8_UNORM:
3558             case WINED3DFMT_B4G4R4X4_UNORM:
3559             case WINED3DFMT_R10G10B10A2_UNORM:
3560             case WINED3DFMT_R8G8B8A8_UNORM:
3561             case WINED3DFMT_R8G8B8X8_UNORM:
3562             case WINED3DFMT_R16G16_UNORM:
3563             case WINED3DFMT_B10G10R10A2_UNORM:
3564             case WINED3DFMT_R16G16B16A16_UNORM:
3565             case WINED3DFMT_P8_UINT:
3566                 TRACE_(d3d_caps)("[OK]\n");
3567                 return TRUE;
3568             default:
3569                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3570                 return FALSE;
3571         }
3572     }
3573
3574     /* All format that are supported for textures are supported for surfaces as well */
3575     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3576     /* All depth stencil formats are supported on surfaces */
3577     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3578
3579     /* If opengl can't process the format natively, the blitter may be able to convert it */
3580     if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3581     {
3582         TRACE_(d3d_caps)("[OK]\n");
3583         return TRUE;
3584     }
3585
3586     /* Reject other formats */
3587     TRACE_(d3d_caps)("[FAILED]\n");
3588     return FALSE;
3589 }
3590
3591 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3592 {
3593     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3594
3595     if (!gl_info->limits.vertex_samplers)
3596     {
3597         TRACE_(d3d_caps)("[FAILED]\n");
3598         return FALSE;
3599     }
3600
3601     switch (format_desc->format)
3602     {
3603         case WINED3DFMT_R32G32B32A32_FLOAT:
3604             if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3605             {
3606                 TRACE_(d3d_caps)("[FAILED]\n");
3607                 return FALSE;
3608             }
3609             TRACE_(d3d_caps)("[OK]\n");
3610             return TRUE;
3611
3612         default:
3613             TRACE_(d3d_caps)("[FAILED]\n");
3614             return FALSE;
3615     }
3616     return FALSE;
3617 }
3618
3619 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3620         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3621         WINED3DSURFTYPE SurfaceType)
3622 {
3623     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3624     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3625     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3626     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3627     const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3628     DWORD UsageCaps = 0;
3629
3630     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3631           This,
3632           Adapter,
3633           DeviceType, debug_d3ddevicetype(DeviceType),
3634           AdapterFormat, debug_d3dformat(AdapterFormat),
3635           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3636           RType, debug_d3dresourcetype(RType),
3637           CheckFormat, debug_d3dformat(CheckFormat));
3638
3639     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3640         return WINED3DERR_INVALIDCALL;
3641     }
3642
3643     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3644
3645         if(SurfaceType != SURFACE_OPENGL) {
3646             TRACE("[FAILED]\n");
3647             return WINED3DERR_NOTAVAILABLE;
3648         }
3649
3650         /* Cubetexture allows:
3651          *                    - D3DUSAGE_AUTOGENMIPMAP
3652          *                    - D3DUSAGE_DEPTHSTENCIL
3653          *                    - D3DUSAGE_DYNAMIC
3654          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3655          *                    - D3DUSAGE_RENDERTARGET
3656          *                    - D3DUSAGE_SOFTWAREPROCESSING
3657          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3658          */
3659         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3660         {
3661             /* Check if the texture format is around */
3662             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3663             {
3664                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3665                     /* Check for automatic mipmap generation support */
3666                     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3667                     {
3668                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3669                     } else {
3670                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3671                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3672                     }
3673                 }
3674
3675                 /* Always report dynamic locking */
3676                 if(Usage & WINED3DUSAGE_DYNAMIC)
3677                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3678
3679                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3680                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3681                     {
3682                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3683                     } else {
3684                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3685                         return WINED3DERR_NOTAVAILABLE;
3686                     }
3687                 }
3688
3689                 /* Always report software processing */
3690                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3691                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3692
3693                 /* Check QUERY_FILTER support */
3694                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3695                     if (CheckFilterCapability(adapter, format_desc))
3696                     {
3697                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3698                     } else {
3699                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3700                         return WINED3DERR_NOTAVAILABLE;
3701                     }
3702                 }
3703
3704                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3705                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3706                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3707                     {
3708                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3709                     } else {
3710                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3711                         return WINED3DERR_NOTAVAILABLE;
3712                     }
3713                 }
3714
3715                 /* Check QUERY_SRGBREAD support */
3716                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3717                     if (CheckSrgbReadCapability(adapter, format_desc))
3718                     {
3719                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3720                     } else {
3721                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3722                         return WINED3DERR_NOTAVAILABLE;
3723                     }
3724                 }
3725
3726                 /* Check QUERY_SRGBWRITE support */
3727                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3728                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3729                     {
3730                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3731                     } else {
3732                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3733                         return WINED3DERR_NOTAVAILABLE;
3734                     }
3735                 }
3736
3737                 /* Check QUERY_VERTEXTEXTURE support */
3738                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3739                     if (CheckVertexTextureCapability(adapter, format_desc))
3740                     {
3741                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3742                     } else {
3743                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3744                         return WINED3DERR_NOTAVAILABLE;
3745                     }
3746                 }
3747
3748                 /* Check QUERY_WRAPANDMIP support */
3749                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3750                     if (CheckWrapAndMipCapability(adapter, format_desc))
3751                     {
3752                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3753                     } else {
3754                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3755                         return WINED3DERR_NOTAVAILABLE;
3756                     }
3757                 }
3758             } else {
3759                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3760                 return WINED3DERR_NOTAVAILABLE;
3761             }
3762         } else {
3763             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3764             return WINED3DERR_NOTAVAILABLE;
3765         }
3766     } else if(RType == WINED3DRTYPE_SURFACE) {
3767         /* Surface allows:
3768          *                - D3DUSAGE_DEPTHSTENCIL
3769          *                - D3DUSAGE_NONSECURE (d3d9ex)
3770          *                - D3DUSAGE_RENDERTARGET
3771          */
3772
3773         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3774         {
3775             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3776                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3777                 {
3778                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3779                 } else {
3780                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783             }
3784
3785             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3786                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3787                 {
3788                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3789                 } else {
3790                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3791                     return WINED3DERR_NOTAVAILABLE;
3792                 }
3793             }
3794
3795             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3796             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3797                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3798                 {
3799                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3800                 } else {
3801                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3802                     return WINED3DERR_NOTAVAILABLE;
3803                 }
3804             }
3805         } else {
3806             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3807             return WINED3DERR_NOTAVAILABLE;
3808         }
3809
3810     } else if(RType == WINED3DRTYPE_TEXTURE) {
3811         /* Texture allows:
3812          *                - D3DUSAGE_AUTOGENMIPMAP
3813          *                - D3DUSAGE_DEPTHSTENCIL
3814          *                - D3DUSAGE_DMAP
3815          *                - D3DUSAGE_DYNAMIC
3816          *                - D3DUSAGE_NONSECURE (d3d9ex)
3817          *                - D3DUSAGE_RENDERTARGET
3818          *                - D3DUSAGE_SOFTWAREPROCESSING
3819          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3820          *                - D3DUSAGE_QUERY_WRAPANDMIP
3821          */
3822
3823         if(SurfaceType != SURFACE_OPENGL) {
3824             TRACE("[FAILED]\n");
3825             return WINED3DERR_NOTAVAILABLE;
3826         }
3827
3828         /* Check if the texture format is around */
3829         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3830         {
3831             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3832                 /* Check for automatic mipmap generation support */
3833                 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3834                 {
3835                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3836                 } else {
3837                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3838                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3839                 }
3840             }
3841
3842             /* Always report dynamic locking */
3843             if(Usage & WINED3DUSAGE_DYNAMIC)
3844                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3845
3846             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3847                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3848                 {
3849                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3850                 } else {
3851                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3852                      return WINED3DERR_NOTAVAILABLE;
3853                  }
3854             }
3855
3856             /* Always report software processing */
3857             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3858                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3859
3860             /* Check QUERY_FILTER support */
3861             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3862                 if (CheckFilterCapability(adapter, format_desc))
3863                 {
3864                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3865                 } else {
3866                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3867                     return WINED3DERR_NOTAVAILABLE;
3868                 }
3869             }
3870
3871             /* Check QUERY_LEGACYBUMPMAP support */
3872             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3873                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3874                 {
3875                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3876                 } else {
3877                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3878                     return WINED3DERR_NOTAVAILABLE;
3879                 }
3880             }
3881
3882             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3883             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3884                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3885                 {
3886                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3887                 } else {
3888                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3889                     return WINED3DERR_NOTAVAILABLE;
3890                 }
3891             }
3892
3893             /* Check QUERY_SRGBREAD support */
3894             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3895                 if (CheckSrgbReadCapability(adapter, format_desc))
3896                 {
3897                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3898                 } else {
3899                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3900                     return WINED3DERR_NOTAVAILABLE;
3901                 }
3902             }
3903
3904             /* Check QUERY_SRGBWRITE support */
3905             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3906                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3907                 {
3908                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3909                 } else {
3910                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3911                     return WINED3DERR_NOTAVAILABLE;
3912                 }
3913             }
3914
3915             /* Check QUERY_VERTEXTEXTURE support */
3916             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3917                 if (CheckVertexTextureCapability(adapter, format_desc))
3918                 {
3919                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3920                 } else {
3921                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3922                     return WINED3DERR_NOTAVAILABLE;
3923                 }
3924             }
3925
3926             /* Check QUERY_WRAPANDMIP support */
3927             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3928                 if (CheckWrapAndMipCapability(adapter, format_desc))
3929                 {
3930                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3931                 } else {
3932                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3933                     return WINED3DERR_NOTAVAILABLE;
3934                 }
3935             }
3936
3937             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3938                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3939                 {
3940                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3941                 } else {
3942                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3943                     return WINED3DERR_NOTAVAILABLE;
3944                 }
3945             }
3946         } else {
3947             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3948             return WINED3DERR_NOTAVAILABLE;
3949         }
3950     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3951         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3952          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3953          *
3954          * Volumetexture allows:
3955          *                      - D3DUSAGE_DYNAMIC
3956          *                      - D3DUSAGE_NONSECURE (d3d9ex)
3957          *                      - D3DUSAGE_SOFTWAREPROCESSING
3958          *                      - D3DUSAGE_QUERY_WRAPANDMIP
3959          */
3960
3961         if(SurfaceType != SURFACE_OPENGL) {
3962             TRACE("[FAILED]\n");
3963             return WINED3DERR_NOTAVAILABLE;
3964         }
3965
3966         /* Check volume texture and volume usage caps */
3967         if (gl_info->supported[EXT_TEXTURE3D])
3968         {
3969             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3970             {
3971                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3972                 return WINED3DERR_NOTAVAILABLE;
3973             }
3974
3975             /* Always report dynamic locking */
3976             if(Usage & WINED3DUSAGE_DYNAMIC)
3977                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3978
3979             /* Always report software processing */
3980             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3981                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3982
3983             /* Check QUERY_FILTER support */
3984             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3985                 if (CheckFilterCapability(adapter, format_desc))
3986                 {
3987                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3988                 } else {
3989                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3990                     return WINED3DERR_NOTAVAILABLE;
3991                 }
3992             }
3993
3994             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3995             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3996                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3997                 {
3998                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3999                 } else {
4000                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4001                     return WINED3DERR_NOTAVAILABLE;
4002                 }
4003             }
4004
4005             /* Check QUERY_SRGBREAD support */
4006             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4007                 if (CheckSrgbReadCapability(adapter, format_desc))
4008                 {
4009                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4010                 } else {
4011                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4012                     return WINED3DERR_NOTAVAILABLE;
4013                 }
4014             }
4015
4016             /* Check QUERY_SRGBWRITE support */
4017             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4018                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4019                 {
4020                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4021                 } else {
4022                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4023                     return WINED3DERR_NOTAVAILABLE;
4024                 }
4025             }
4026
4027             /* Check QUERY_VERTEXTEXTURE support */
4028             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4029                 if (CheckVertexTextureCapability(adapter, format_desc))
4030                 {
4031                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4032                 } else {
4033                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4034                     return WINED3DERR_NOTAVAILABLE;
4035                 }
4036             }
4037
4038             /* Check QUERY_WRAPANDMIP support */
4039             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4040                 if (CheckWrapAndMipCapability(adapter, format_desc))
4041                 {
4042                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4043                 } else {
4044                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4045                     return WINED3DERR_NOTAVAILABLE;
4046                 }
4047             }
4048         } else {
4049             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4050             return WINED3DERR_NOTAVAILABLE;
4051         }
4052
4053         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4054          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4055          * app needing one of those formats, don't advertize them to avoid leading apps into
4056          * temptation. The windows drivers don't support most of those formats on volumes anyway,
4057          * except of R32F.
4058          */
4059         switch(CheckFormat) {
4060             case WINED3DFMT_P8_UINT:
4061             case WINED3DFMT_L4A4_UNORM:
4062             case WINED3DFMT_R32_FLOAT:
4063             case WINED3DFMT_R16_FLOAT:
4064             case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4065             case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4066             case WINED3DFMT_R16G16_UNORM:
4067                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4068                 return WINED3DERR_NOTAVAILABLE;
4069
4070             case WINED3DFMT_R8G8B8A8_SNORM:
4071             case WINED3DFMT_R16G16_SNORM:
4072             if (!gl_info->supported[NV_TEXTURE_SHADER])
4073             {
4074                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4075                 return WINED3DERR_NOTAVAILABLE;
4076             }
4077             break;
4078
4079             case WINED3DFMT_R8G8_SNORM:
4080             if (!gl_info->supported[NV_TEXTURE_SHADER])
4081             {
4082                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4083                 return WINED3DERR_NOTAVAILABLE;
4084             }
4085             break;
4086
4087             case WINED3DFMT_DXT1:
4088             case WINED3DFMT_DXT2:
4089             case WINED3DFMT_DXT3:
4090             case WINED3DFMT_DXT4:
4091             case WINED3DFMT_DXT5:
4092                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4093                  * compressed texture results in an error. While the D3D refrast does
4094                  * support s3tc volumes, at least the nvidia windows driver does not, so
4095                  * we're free not to support this format.
4096                  */
4097                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4098                 return WINED3DERR_NOTAVAILABLE;
4099
4100             default:
4101                 /* Do nothing, continue with checking the format below */
4102                 break;
4103         }
4104     } else if(RType == WINED3DRTYPE_BUFFER){
4105         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4106         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4107         return WINED3DERR_NOTAVAILABLE;
4108     }
4109
4110     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4111      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4112      * usage flags match. */
4113     if(UsageCaps == Usage) {
4114         return WINED3D_OK;
4115     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4116         return WINED3DOK_NOAUTOGEN;
4117     } else {
4118         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4119         return WINED3DERR_NOTAVAILABLE;
4120     }
4121 }
4122
4123 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4124         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4125 {
4126     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4127             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4128             debug_d3dformat(dst_format));
4129
4130     return WINED3D_OK;
4131 }
4132
4133 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4134       subset of a D3DCAPS9 structure. However, it has to come via a void *
4135       as the d3d8 interface cannot import the d3d9 header                  */
4136 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4137
4138     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4139     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4140     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4141     int vs_selected_mode;
4142     int ps_selected_mode;
4143     struct shader_caps shader_caps;
4144     struct fragment_caps fragment_caps;
4145     DWORD ckey_caps, blit_caps, fx_caps;
4146
4147     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4148
4149     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4150         return WINED3DERR_INVALIDCALL;
4151     }
4152
4153     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4154
4155     /* ------------------------------------------------
4156        The following fields apply to both d3d8 and d3d9
4157        ------------------------------------------------ */
4158     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4159     pCaps->AdapterOrdinal          = Adapter;
4160
4161     pCaps->Caps                    = 0;
4162     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4163                                      WINED3DCAPS2_FULLSCREENGAMMA |
4164                                      WINED3DCAPS2_DYNAMICTEXTURES;
4165     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4166     {
4167         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4168     }
4169
4170     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4171                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4172                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4173
4174     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4175                                      WINED3DPRESENT_INTERVAL_ONE;
4176
4177     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4178                                      WINED3DCURSORCAPS_LOWRES;
4179
4180     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4181                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4182                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4183                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4184                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4185                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4186                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4187                                      WINED3DDEVCAPS_PUREDEVICE          |
4188                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4189                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4190                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4191                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4192                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4193                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4194                                      WINED3DDEVCAPS_RTPATCHES;
4195
4196     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4197                                      WINED3DPMISCCAPS_CULLCCW               |
4198                                      WINED3DPMISCCAPS_CULLCW                |
4199                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4200                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4201                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4202                                      WINED3DPMISCCAPS_MASKZ                 |
4203                                      WINED3DPMISCCAPS_BLENDOP               |
4204                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4205                                     /* TODO:
4206                                         WINED3DPMISCCAPS_NULLREFERENCE
4207                                         WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
4208                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4209                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4210                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4211
4212     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4213         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4214
4215     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4216                                      WINED3DPRASTERCAPS_PAT       |
4217                                      WINED3DPRASTERCAPS_WFOG      |
4218                                      WINED3DPRASTERCAPS_ZFOG      |
4219                                      WINED3DPRASTERCAPS_FOGVERTEX |
4220                                      WINED3DPRASTERCAPS_FOGTABLE  |
4221                                      WINED3DPRASTERCAPS_STIPPLE   |
4222                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4223                                      WINED3DPRASTERCAPS_ZTEST     |
4224                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4225                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4226                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4227
4228     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4229     {
4230         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4231                              WINED3DPRASTERCAPS_ZBIAS         |
4232                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4233     }
4234     if (gl_info->supported[NV_FOG_DISTANCE])
4235     {
4236         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4237     }
4238                         /* FIXME Add:
4239                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4240                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4241                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4242                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4243                            WINED3DPRASTERCAPS_WBUFFER */
4244
4245     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4246                       WINED3DPCMPCAPS_EQUAL        |
4247                       WINED3DPCMPCAPS_GREATER      |
4248                       WINED3DPCMPCAPS_GREATEREQUAL |
4249                       WINED3DPCMPCAPS_LESS         |
4250                       WINED3DPCMPCAPS_LESSEQUAL    |
4251                       WINED3DPCMPCAPS_NEVER        |
4252                       WINED3DPCMPCAPS_NOTEQUAL;
4253
4254     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4255                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4256                            WINED3DPBLENDCAPS_DESTALPHA       |
4257                            WINED3DPBLENDCAPS_DESTCOLOR       |
4258                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4259                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4260                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4261                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4262                            WINED3DPBLENDCAPS_ONE             |
4263                            WINED3DPBLENDCAPS_SRCALPHA        |
4264                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4265                            WINED3DPBLENDCAPS_SRCCOLOR        |
4266                            WINED3DPBLENDCAPS_ZERO;
4267
4268     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4269                            WINED3DPBLENDCAPS_DESTCOLOR       |
4270                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4271                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4272                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4273                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4274                            WINED3DPBLENDCAPS_ONE             |
4275                            WINED3DPBLENDCAPS_SRCALPHA        |
4276                            WINED3DPBLENDCAPS_SRCCOLOR        |
4277                            WINED3DPBLENDCAPS_ZERO;
4278     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4279      * according to the glBlendFunc manpage
4280      *
4281      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4282      * legacy settings for srcblend only
4283      */
4284
4285     if (gl_info->supported[EXT_BLEND_COLOR])
4286     {
4287         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4288         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4289     }
4290
4291
4292     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4293                           WINED3DPCMPCAPS_EQUAL        |
4294                           WINED3DPCMPCAPS_GREATER      |
4295                           WINED3DPCMPCAPS_GREATEREQUAL |
4296                           WINED3DPCMPCAPS_LESS         |
4297                           WINED3DPCMPCAPS_LESSEQUAL    |
4298                           WINED3DPCMPCAPS_NEVER        |
4299                           WINED3DPCMPCAPS_NOTEQUAL;
4300
4301     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4302                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4303                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4304                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4305                            WINED3DPSHADECAPS_COLORFLATRGB       |
4306                            WINED3DPSHADECAPS_FOGFLAT            |
4307                            WINED3DPSHADECAPS_FOGGOURAUD         |
4308                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4309
4310     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4311                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4312                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4313                           WINED3DPTEXTURECAPS_BORDER             |
4314                           WINED3DPTEXTURECAPS_MIPMAP             |
4315                           WINED3DPTEXTURECAPS_PROJECTED          |
4316                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4317
4318     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4319     {
4320         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4321                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4322     }
4323
4324     if (gl_info->supported[EXT_TEXTURE3D])
4325     {
4326         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4327                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4328                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4329     }
4330
4331     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4332     {
4333         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4334                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4335                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4336
4337     }
4338
4339     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4340                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4341                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4342                                WINED3DPTFILTERCAPS_MINFPOINT        |
4343                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4344                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4345                                WINED3DPTFILTERCAPS_LINEAR           |
4346                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4347                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4348                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4349                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4350                                WINED3DPTFILTERCAPS_NEAREST;
4351
4352     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4353     {
4354         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4355                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4356     }
4357
4358     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4359     {
4360         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4361                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4362                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4363                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4364                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4365                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4366                                        WINED3DPTFILTERCAPS_LINEAR           |
4367                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4368                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4369                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4370                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4371                                        WINED3DPTFILTERCAPS_NEAREST;
4372
4373         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4374         {
4375             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4376                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4377         }
4378     } else
4379         pCaps->CubeTextureFilterCaps = 0;
4380
4381     if (gl_info->supported[EXT_TEXTURE3D])
4382     {
4383         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4384                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4385                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4386                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4387                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4388                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4389                                          WINED3DPTFILTERCAPS_LINEAR           |
4390                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4391                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4392                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4393                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4394                                          WINED3DPTFILTERCAPS_NEAREST;
4395     } else
4396         pCaps->VolumeTextureFilterCaps = 0;
4397
4398     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4399                                  WINED3DPTADDRESSCAPS_CLAMP  |
4400                                  WINED3DPTADDRESSCAPS_WRAP;
4401
4402     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4403     {
4404         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4405     }
4406     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4407     {
4408         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4409     }
4410     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4411     {
4412         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4413     }
4414
4415     if (gl_info->supported[EXT_TEXTURE3D])
4416     {
4417         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4418                                            WINED3DPTADDRESSCAPS_CLAMP  |
4419                                            WINED3DPTADDRESSCAPS_WRAP;
4420         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4421         {
4422             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4423         }
4424         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4425         {
4426             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4427         }
4428         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4429         {
4430             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4431         }
4432     } else
4433         pCaps->VolumeTextureAddressCaps = 0;
4434
4435     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4436                       WINED3DLINECAPS_ZTEST         |
4437                       WINED3DLINECAPS_BLEND         |
4438                       WINED3DLINECAPS_ALPHACMP      |
4439                       WINED3DLINECAPS_FOG;
4440     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4441      * idea how generating the smoothing alpha values works; the result is different
4442      */
4443
4444     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4445     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4446
4447     if (gl_info->supported[EXT_TEXTURE3D])
4448         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4449     else
4450         pCaps->MaxVolumeExtent = 0;
4451
4452     pCaps->MaxTextureRepeat = 32768;
4453     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4454     pCaps->MaxVertexW = 1.0f;
4455
4456     pCaps->GuardBandLeft = 0.0f;
4457     pCaps->GuardBandTop = 0.0f;
4458     pCaps->GuardBandRight = 0.0f;
4459     pCaps->GuardBandBottom = 0.0f;
4460
4461     pCaps->ExtentsAdjust = 0.0f;
4462
4463     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4464                           WINED3DSTENCILCAPS_INCRSAT |
4465                           WINED3DSTENCILCAPS_INVERT  |
4466                           WINED3DSTENCILCAPS_KEEP    |
4467                           WINED3DSTENCILCAPS_REPLACE |
4468                           WINED3DSTENCILCAPS_ZERO;
4469     if (gl_info->supported[EXT_STENCIL_WRAP])
4470     {
4471         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4472                               WINED3DSTENCILCAPS_INCR;
4473     }
4474     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4475     {
4476         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4477     }
4478
4479     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4480
4481     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4482     pCaps->MaxActiveLights = gl_info->limits.lights;
4483
4484     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4485     pCaps->MaxVertexBlendMatrixIndex   = 0;
4486
4487     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4488     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4489
4490
4491     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4492     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4493                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4494                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4495                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4496                                   WINED3DVTXPCAPS_VERTEXFOG         |
4497                                   WINED3DVTXPCAPS_TEXGEN;
4498
4499     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4500     pCaps->MaxVertexIndex      = 0xFFFFF;
4501     pCaps->MaxStreams          = MAX_STREAMS;
4502     pCaps->MaxStreamStride     = 1024;
4503
4504     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4505     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4506                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4507     pCaps->MaxNpatchTessellationLevel        = 0;
4508     pCaps->MasterAdapterOrdinal              = 0;
4509     pCaps->AdapterOrdinalInGroup             = 0;
4510     pCaps->NumberOfAdaptersInGroup           = 1;
4511
4512     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4513
4514     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4515                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4516                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4517                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4518     pCaps->VertexTextureFilterCaps           = 0;
4519
4520     memset(&shader_caps, 0, sizeof(shader_caps));
4521     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4522
4523     memset(&fragment_caps, 0, sizeof(fragment_caps));
4524     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4525
4526     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4527     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4528
4529     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4530      * Ignore shader model capabilities if disabled in config
4531      */
4532     if(vs_selected_mode == SHADER_NONE) {
4533         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4534         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4535         pCaps->MaxVertexShaderConst         = 0;
4536     } else {
4537         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4538         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4539     }
4540
4541     if(ps_selected_mode == SHADER_NONE) {
4542         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4543         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4544         pCaps->PixelShader1xMaxValue        = 0.0f;
4545     } else {
4546         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4547         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4548     }
4549
4550     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4551     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4552     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4553
4554     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4555     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4556     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4557     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4558     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4559     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4560
4561     /* The following caps are shader specific, but they are things we cannot detect, or which
4562      * are the same among all shader models. So to avoid code duplication set the shader version
4563      * specific, but otherwise constant caps here
4564      */
4565     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4566         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4567         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4568         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4569         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4570         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4571         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4572
4573         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4574         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4575     }
4576     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4577     {
4578         pCaps->VS20Caps.Caps                     = 0;
4579         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4580         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4581         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4582
4583         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4584         pCaps->MaxVertexShader30InstructionSlots = 0;
4585     } else { /* VS 1.x */
4586         pCaps->VS20Caps.Caps                     = 0;
4587         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4588         pCaps->VS20Caps.NumTemps                 = 0;
4589         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4590
4591         pCaps->MaxVShaderInstructionsExecuted    = 0;
4592         pCaps->MaxVertexShader30InstructionSlots = 0;
4593     }
4594
4595     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4596         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4597         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4598
4599         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4600         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4601                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4602                 WINED3DPS20CAPS_PREDICATION          |
4603                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4604                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4605         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4606         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4607         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4608         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4609
4610         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4611         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4612                 adapter->gl_info.limits.arb_ps_instructions);
4613     }
4614     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4615     {
4616         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4617         pCaps->PS20Caps.Caps                     = 0;
4618         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4619         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4620         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4621         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4622
4623         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4624         pCaps->MaxPixelShader30InstructionSlots  = 0;
4625     } else { /* PS 1.x */
4626         pCaps->PS20Caps.Caps                     = 0;
4627         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4628         pCaps->PS20Caps.NumTemps                 = 0;
4629         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4630         pCaps->PS20Caps.NumInstructionSlots      = 0;
4631
4632         pCaps->MaxPShaderInstructionsExecuted    = 0;
4633         pCaps->MaxPixelShader30InstructionSlots  = 0;
4634     }
4635
4636     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4637         /* OpenGL supports all the formats below, perhaps not always
4638          * without conversion, but it supports them.
4639          * Further GLSL doesn't seem to have an official unsigned type so
4640          * don't advertise it yet as I'm not sure how we handle it.
4641          * We might need to add some clamping in the shader engine to
4642          * support it.
4643          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4644         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4645                            WINED3DDTCAPS_UBYTE4N   |
4646                            WINED3DDTCAPS_SHORT2N   |
4647                            WINED3DDTCAPS_SHORT4N;
4648         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4649         {
4650             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4651                                 WINED3DDTCAPS_FLOAT16_4;
4652         }
4653     } else
4654         pCaps->DeclTypes                         = 0;
4655
4656     /* Set DirectDraw helper Caps */
4657     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4658                                         WINEDDCKEYCAPS_SRCBLT;
4659     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4660                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4661                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4662                                         WINEDDFXCAPS_BLTROTATION90          |
4663                                         WINEDDFXCAPS_BLTSHRINKX             |
4664                                         WINEDDFXCAPS_BLTSHRINKXN            |
4665                                         WINEDDFXCAPS_BLTSHRINKY             |
4666                                         WINEDDFXCAPS_BLTSHRINKXN            |
4667                                         WINEDDFXCAPS_BLTSTRETCHX            |
4668                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4669                                         WINEDDFXCAPS_BLTSTRETCHY            |
4670                                         WINEDDFXCAPS_BLTSTRETCHYN;
4671     blit_caps =                         WINEDDCAPS_BLT                      |
4672                                         WINEDDCAPS_BLTCOLORFILL             |
4673                                         WINEDDCAPS_BLTDEPTHFILL             |
4674                                         WINEDDCAPS_BLTSTRETCH               |
4675                                         WINEDDCAPS_CANBLTSYSMEM             |
4676                                         WINEDDCAPS_CANCLIP                  |
4677                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4678                                         WINEDDCAPS_COLORKEY                 |
4679                                         WINEDDCAPS_COLORKEYHWASSIST         |
4680                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4681
4682     /* Fill the ddraw caps structure */
4683     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4684                                         WINEDDCAPS_PALETTE                  |
4685                                         blit_caps;
4686     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4687                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4688                                         WINEDDCAPS2_PRIMARYGAMMA             |
4689                                         WINEDDCAPS2_WIDESURFACES             |
4690                                         WINEDDCAPS2_CANRENDERWINDOWED;
4691     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4692     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4693     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4694     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4695     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4696     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4697     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4698     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4699     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4700
4701     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4702                                         WINEDDSCAPS_BACKBUFFER              |
4703                                         WINEDDSCAPS_FLIP                    |
4704                                         WINEDDSCAPS_FRONTBUFFER             |
4705                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4706                                         WINEDDSCAPS_PALETTE                 |
4707                                         WINEDDSCAPS_PRIMARYSURFACE          |
4708                                         WINEDDSCAPS_SYSTEMMEMORY            |
4709                                         WINEDDSCAPS_VIDEOMEMORY             |
4710                                         WINEDDSCAPS_VISIBLE;
4711     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4712
4713     /* Set D3D caps if OpenGL is available. */
4714     if (adapter->opengl)
4715     {
4716         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4717                                         WINEDDSCAPS_MIPMAP                  |
4718                                         WINEDDSCAPS_TEXTURE                 |
4719                                         WINEDDSCAPS_ZBUFFER;
4720         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4721     }
4722
4723     return WINED3D_OK;
4724 }
4725
4726 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4727         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4728         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4729 {
4730     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4731     IWineD3DDeviceImpl *object;
4732     HRESULT hr;
4733
4734     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4735             "parent %p, device_parent %p, device %p.\n",
4736             iface, adapter_idx, device_type, focus_window, flags,
4737             parent, device_parent, device);
4738
4739     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4740      * number and create a device without a 3D adapter for 2D only operation. */
4741     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4742     {
4743         return WINED3DERR_INVALIDCALL;
4744     }
4745
4746     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4747     if (!object)
4748     {
4749         ERR("Failed to allocate device memory.\n");
4750         return E_OUTOFMEMORY;
4751     }
4752
4753     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4754     if (FAILED(hr))
4755     {
4756         WARN("Failed to initialize device, hr %#x.\n", hr);
4757         HeapFree(GetProcessHeap(), 0, object);
4758         return hr;
4759     }
4760
4761     TRACE("Created device %p.\n", object);
4762     *device = (IWineD3DDevice *)object;
4763
4764     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4765
4766     return WINED3D_OK;
4767 }
4768
4769 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4770     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4771     IUnknown_AddRef(This->parent);
4772     *pParent = This->parent;
4773     return WINED3D_OK;
4774 }
4775
4776 static void WINE_GLAPI invalid_func(const void *data)
4777 {
4778     ERR("Invalid vertex attribute function called\n");
4779     DebugBreak();
4780 }
4781
4782 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4783 {
4784     ERR("Invalid texcoord function called\n");
4785     DebugBreak();
4786 }
4787
4788 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4789  * the extension detection and are used in drawStridedSlow
4790  */
4791 static void WINE_GLAPI position_d3dcolor(const void *data)
4792 {
4793     DWORD pos = *((const DWORD *)data);
4794
4795     FIXME("Add a test for fixed function position from d3dcolor type\n");
4796     glVertex4s(D3DCOLOR_B_R(pos),
4797                D3DCOLOR_B_G(pos),
4798                D3DCOLOR_B_B(pos),
4799                D3DCOLOR_B_A(pos));
4800 }
4801
4802 static void WINE_GLAPI position_float4(const void *data)
4803 {
4804     const GLfloat *pos = data;
4805
4806     if (pos[3] != 0.0f && pos[3] != 1.0f)
4807     {
4808         float w = 1.0f / pos[3];
4809
4810         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4811     }
4812     else
4813     {
4814         glVertex3fv(pos);
4815     }
4816 }
4817
4818 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4819 {
4820     DWORD diffuseColor = *((const DWORD *)data);
4821
4822     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4823                D3DCOLOR_B_G(diffuseColor),
4824                D3DCOLOR_B_B(diffuseColor),
4825                D3DCOLOR_B_A(diffuseColor));
4826 }
4827
4828 static void WINE_GLAPI specular_d3dcolor(const void *data)
4829 {
4830     DWORD specularColor = *((const DWORD *)data);
4831     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4832             D3DCOLOR_B_G(specularColor),
4833             D3DCOLOR_B_B(specularColor)};
4834
4835     specular_func_3ubv(d);
4836 }
4837
4838 static void WINE_GLAPI warn_no_specular_func(const void *data)
4839 {
4840     WARN("GL_EXT_secondary_color not supported\n");
4841 }
4842
4843 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4844 {
4845     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4846     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4847     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4848     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4849     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4850     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4851     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4852     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4853     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4854     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4855     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4856     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4857     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4859     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4860     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4861     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4862
4863     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4864     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4865     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4866     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4867     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4868     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4869     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4870     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4871     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4872     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4873     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4874     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4875     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4876     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4878     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4879     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4880
4881     /* No 4 component entry points here */
4882     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4883     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4884     if (gl_info->supported[EXT_SECONDARY_COLOR])
4885     {
4886         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4887     }
4888     else
4889     {
4890         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4891     }
4892     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4893     if (gl_info->supported[EXT_SECONDARY_COLOR])
4894     {
4895         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4896         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4897     }
4898     else
4899     {
4900         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4901     }
4902     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4903     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4904     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4905     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4906     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4907     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4909     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4914
4915     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4916      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4917      */
4918     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4919     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4920     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4921     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4922     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4923     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4924     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4925     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4926     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4927     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4928     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4929     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4934     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4935
4936     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4937     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4938     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4939     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4940     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4941     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4942     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4950     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4951     if (gl_info->supported[NV_HALF_FLOAT])
4952     {
4953         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4954         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4955         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4956     } else {
4957         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4958         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4959     }
4960 }
4961
4962 BOOL InitAdapters(IWineD3DImpl *This)
4963 {
4964     static HMODULE mod_gl;
4965     BOOL ret;
4966     int ps_selected_mode, vs_selected_mode;
4967
4968     /* No need to hold any lock. The calling library makes sure only one thread calls
4969      * wined3d simultaneously
4970      */
4971
4972     TRACE("Initializing adapters\n");
4973
4974     if(!mod_gl) {
4975 #ifdef USE_WIN32_OPENGL
4976 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4977         mod_gl = LoadLibraryA("opengl32.dll");
4978         if(!mod_gl) {
4979             ERR("Can't load opengl32.dll!\n");
4980             goto nogl_adapter;
4981         }
4982 #else
4983 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4984         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4985         mod_gl = GetModuleHandleA("gdi32.dll");
4986 #endif
4987     }
4988
4989 /* Load WGL core functions from opengl32.dll */
4990 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4991     WGL_FUNCS_GEN;
4992 #undef USE_WGL_FUNC
4993
4994     if(!pwglGetProcAddress) {
4995         ERR("Unable to load wglGetProcAddress!\n");
4996         goto nogl_adapter;
4997     }
4998
4999 /* Dynamically load all GL core functions */
5000     GL_FUNCS_GEN;
5001 #undef USE_GL_FUNC
5002
5003     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5004      * otherwise because we have to use winex11.drv's override
5005      */
5006 #ifdef USE_WIN32_OPENGL
5007     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5008     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5009 #else
5010     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5011     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5012 #endif
5013
5014     glEnableWINE = glEnable;
5015     glDisableWINE = glDisable;
5016
5017     /* For now only one default adapter */
5018     {
5019         struct wined3d_adapter *adapter = &This->adapters[0];
5020         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5021         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5022         int iPixelFormat;
5023         int res;
5024         int i;
5025         WineD3D_PixelFormat *cfgs;
5026         DISPLAY_DEVICEW DisplayDevice;
5027         HDC hdc;
5028
5029         TRACE("Initializing default adapter\n");
5030         adapter->ordinal = 0;
5031         adapter->monitorPoint.x = -1;
5032         adapter->monitorPoint.y = -1;
5033
5034         if (!AllocateLocallyUniqueId(&adapter->luid))
5035         {
5036             DWORD err = GetLastError();
5037             ERR("Failed to set adapter LUID (%#x).\n", err);
5038             goto nogl_adapter;
5039         }
5040         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5041                 adapter->luid.HighPart, adapter->luid.LowPart);
5042
5043         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5044         {
5045             ERR("Failed to get a gl context for default adapter\n");
5046             goto nogl_adapter;
5047         }
5048
5049         ret = IWineD3DImpl_FillGLCaps(adapter);
5050         if(!ret) {
5051             ERR("Failed to initialize gl caps for default adapter\n");
5052             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5053             goto nogl_adapter;
5054         }
5055         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5056         if(!ret) {
5057             ERR("Failed to init gl formats\n");
5058             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5059             goto nogl_adapter;
5060         }
5061
5062         hdc = fake_gl_ctx.dc;
5063
5064         /* Use the VideoRamSize registry setting when set */
5065         if(wined3d_settings.emulated_textureram)
5066             adapter->TextureRam = wined3d_settings.emulated_textureram;
5067         else
5068             adapter->TextureRam = adapter->gl_info.vidmem;
5069         adapter->UsedTextureRam = 0;
5070         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5071
5072         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5073         DisplayDevice.cb = sizeof(DisplayDevice);
5074         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5075         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5076         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5077
5078         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5079         {
5080             int attribute;
5081             int attribs[11];
5082             int values[11];
5083             int nAttribs = 0;
5084
5085             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5086             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5087
5088             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5089             cfgs = adapter->cfgs;
5090             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5091             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5092             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5093             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5094             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5095             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5096             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5097             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5098             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5099             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5100             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5101
5102             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5103             {
5104                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5105
5106                 if(!res)
5107                     continue;
5108
5109                 /* Cache the pixel format */
5110                 cfgs->iPixelFormat = iPixelFormat;
5111                 cfgs->redSize = values[0];
5112                 cfgs->greenSize = values[1];
5113                 cfgs->blueSize = values[2];
5114                 cfgs->alphaSize = values[3];
5115                 cfgs->colorSize = values[4];
5116                 cfgs->depthSize = values[5];
5117                 cfgs->stencilSize = values[6];
5118                 cfgs->windowDrawable = values[7];
5119                 cfgs->iPixelType = values[8];
5120                 cfgs->doubleBuffer = values[9];
5121                 cfgs->auxBuffers = values[10];
5122
5123                 cfgs->pbufferDrawable = FALSE;
5124                 /* Check for pbuffer support when it is around as
5125                  * wglGetPixelFormatAttribiv fails for unknown attributes. */
5126                 if (gl_info->supported[WGL_ARB_PBUFFER])
5127                 {
5128                     int attrib = WGL_DRAW_TO_PBUFFER_ARB;
5129                     int value;
5130                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
5131                         cfgs->pbufferDrawable = value;
5132                 }
5133
5134                 cfgs->numSamples = 0;
5135                 /* Check multisample support */
5136                 if (gl_info->supported[ARB_MULTISAMPLE])
5137                 {
5138                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5139                     int value[2];
5140                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5141                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5142                         * value[1] = number of multi sample buffers*/
5143                         if(value[0])
5144                             cfgs->numSamples = value[1];
5145                     }
5146                 }
5147
5148                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, samples=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable, cfgs->pbufferDrawable);
5149                 cfgs++;
5150             }
5151         }
5152         else
5153         {
5154             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5155             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5156             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5157
5158             cfgs = adapter->cfgs;
5159             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5160             {
5161                 PIXELFORMATDESCRIPTOR ppfd;
5162
5163                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5164                 if(!res)
5165                     continue;
5166
5167                 /* We only want HW acceleration using an OpenGL ICD driver.
5168                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5169                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5170                  */
5171                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5172                 {
5173                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5174                     continue;
5175                 }
5176
5177                 cfgs->iPixelFormat = iPixelFormat;
5178                 cfgs->redSize = ppfd.cRedBits;
5179                 cfgs->greenSize = ppfd.cGreenBits;
5180                 cfgs->blueSize = ppfd.cBlueBits;
5181                 cfgs->alphaSize = ppfd.cAlphaBits;
5182                 cfgs->colorSize = ppfd.cColorBits;
5183                 cfgs->depthSize = ppfd.cDepthBits;
5184                 cfgs->stencilSize = ppfd.cStencilBits;
5185                 cfgs->pbufferDrawable = 0;
5186                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5187                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5188                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5189                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5190                 cfgs->numSamples = 0;
5191
5192                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
5193                 cfgs++;
5194                 adapter->nCfgs++;
5195             }
5196
5197             /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5198             if(!adapter->nCfgs)
5199             {
5200                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5201
5202                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5203                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5204                 goto nogl_adapter;
5205             }
5206         }
5207
5208         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5209          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5210          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5211          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5212          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5213          * driver is allowed to consume more bits EXCEPT for stencil bits.
5214          *
5215          * Mark an adapter with this broken stencil behavior.
5216          */
5217         adapter->brokenStencil = TRUE;
5218         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5219         {
5220             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5221             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5222                 adapter->brokenStencil = FALSE;
5223                 break;
5224             }
5225         }
5226
5227         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5228
5229         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5230         fillGLAttribFuncs(&adapter->gl_info);
5231         adapter->opengl = TRUE;
5232     }
5233     This->adapter_count = 1;
5234     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5235
5236     return TRUE;
5237
5238 nogl_adapter:
5239     /* Initialize an adapter for ddraw-only memory counting */
5240     memset(This->adapters, 0, sizeof(This->adapters));
5241     This->adapters[0].ordinal = 0;
5242     This->adapters[0].opengl = FALSE;
5243     This->adapters[0].monitorPoint.x = -1;
5244     This->adapters[0].monitorPoint.y = -1;
5245
5246     This->adapters[0].driver_info.name = "Display";
5247     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5248     if(wined3d_settings.emulated_textureram) {
5249         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5250     } else {
5251         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5252     }
5253
5254     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5255
5256     This->adapter_count = 1;
5257     return FALSE;
5258 }
5259
5260 /**********************************************************
5261  * IWineD3D VTbl follows
5262  **********************************************************/
5263
5264 const IWineD3DVtbl IWineD3D_Vtbl =
5265 {
5266     /* IUnknown */
5267     IWineD3DImpl_QueryInterface,
5268     IWineD3DImpl_AddRef,
5269     IWineD3DImpl_Release,
5270     /* IWineD3D */
5271     IWineD3DImpl_GetParent,
5272     IWineD3DImpl_GetAdapterCount,
5273     IWineD3DImpl_RegisterSoftwareDevice,
5274     IWineD3DImpl_GetAdapterMonitor,
5275     IWineD3DImpl_GetAdapterModeCount,
5276     IWineD3DImpl_EnumAdapterModes,
5277     IWineD3DImpl_GetAdapterDisplayMode,
5278     IWineD3DImpl_GetAdapterIdentifier,
5279     IWineD3DImpl_CheckDeviceMultiSampleType,
5280     IWineD3DImpl_CheckDepthStencilMatch,
5281     IWineD3DImpl_CheckDeviceType,
5282     IWineD3DImpl_CheckDeviceFormat,
5283     IWineD3DImpl_CheckDeviceFormatConversion,
5284     IWineD3DImpl_GetDeviceCaps,
5285     IWineD3DImpl_CreateDevice
5286 };
5287
5288 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5289
5290 const struct wined3d_parent_ops wined3d_null_parent_ops =
5291 {
5292     wined3d_null_wined3d_object_destroyed,
5293 };