wined3d: Move some enums to directx.c.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The driver names reflect the lowest GPU supported
36  * by a certain driver, so DRIVER_AMD_R300 supports
37  * R3xx, R4xx and R5xx GPUs. */
38 enum wined3d_display_driver
39 {
40     DRIVER_AMD_RAGE_128PRO,
41     DRIVER_AMD_R100,
42     DRIVER_AMD_R300,
43     DRIVER_AMD_R600,
44     DRIVER_INTEL_GMA800,
45     DRIVER_INTEL_GMA900,
46     DRIVER_INTEL_GMA950,
47     DRIVER_INTEL_GMA3000,
48     DRIVER_NVIDIA_TNT,
49     DRIVER_NVIDIA_GEFORCE2MX,
50     DRIVER_NVIDIA_GEFORCEFX,
51     DRIVER_NVIDIA_GEFORCE6,
52     DRIVER_UNKNOWN
53 };
54
55 enum wined3d_driver_model
56 {
57     DRIVER_MODEL_WIN9X,
58     DRIVER_MODEL_NT40,
59     DRIVER_MODEL_NT5X,
60     DRIVER_MODEL_NT6X
61 };
62
63 enum wined3d_gl_vendor
64 {
65     GL_VENDOR_UNKNOWN,
66     GL_VENDOR_APPLE,
67     GL_VENDOR_FGLRX,
68     GL_VENDOR_INTEL,
69     GL_VENDOR_MESA,
70     GL_VENDOR_NVIDIA,
71 };
72
73 /* The d3d device ID */
74 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
75
76 /* Extension detection */
77 static const struct {
78     const char *extension_string;
79     GL_SupportedExt extension;
80     DWORD version;
81 } EXTENSION_MAP[] = {
82     /* APPLE */
83     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
84     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
85     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
86     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
87     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
88     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
89
90     /* ARB */
91     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
92     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
93     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
94     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
95     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
96     {"GL_ARB_draw_elements_base_vertex",    ARB_DRAW_ELEMENTS_BASE_VERTEX,  0                           },
97     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
98     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
99     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
100     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
101     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
102     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
103     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
104     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
105     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
106     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
107     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
108     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
109     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
110     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
111     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
112     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
113     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
114     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
115     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
116     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
117     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
118     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
119     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
120     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
121     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
122     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
123     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
124     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
125     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
126     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
127     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
128     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
129     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
130     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
131     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
132     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
133
134     /* ATI */
135     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
136     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
137     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
138     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
139     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
140
141     /* EXT */
142     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
143     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
144     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
145     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
146     {"GL_EXT_blend_subtract",               EXT_BLEND_SUBTRACT,             0                           },
147     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
148     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
149     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
150     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
151     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
152     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
153     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
154     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
155     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
156     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
157     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
158     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
159     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
160     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
161     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
162     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
163     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
164     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
165     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
166     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
167     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
168     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
169     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
170     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
171     {"GL_EXT_texture_sRGB_decode",          EXT_TEXTURE_SRGB_DECODE,        0                           },
172     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
173
174     /* NV */
175     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
176     {"GL_NV_fence",                         NV_FENCE,                       0                           },
177     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
178     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
179     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
180     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
181     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
182     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
183     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
184     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
185     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
186     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
187     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
188     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
189     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
190     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
191     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
192     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
193     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
194     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
195
196     /* SGI */
197     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
198 };
199
200 /**********************************************************
201  * Utility functions follow
202  **********************************************************/
203
204 const struct min_lookup minMipLookup[] =
205 {
206     /* NONE         POINT                       LINEAR */
207     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
208     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
209     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
210 };
211
212 const struct min_lookup minMipLookup_noFilter[] =
213 {
214     /* NONE         POINT                       LINEAR */
215     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
216     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
217     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
218 };
219
220 const struct min_lookup minMipLookup_noMip[] =
221 {
222     /* NONE         POINT                       LINEAR */
223     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
224     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
225     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
226 };
227
228 const GLenum magLookup[] =
229 {
230     /* NONE     POINT       LINEAR */
231     GL_NEAREST, GL_NEAREST, GL_LINEAR,
232 };
233
234 const GLenum magLookup_noFilter[] =
235 {
236     /* NONE     POINT       LINEAR */
237     GL_NEAREST, GL_NEAREST, GL_NEAREST,
238 };
239
240 /* drawStridedSlow attributes */
241 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
242 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc specular_func_3ubv;
244 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
245 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
246 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
247
248 /**
249  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
250  * i.e., there is no GL Context - Get a default rendering context to enable the
251  * function query some info from GL.
252  */
253
254 struct wined3d_fake_gl_ctx
255 {
256     HDC dc;
257     HWND wnd;
258     HGLRC gl_ctx;
259     HDC restore_dc;
260     HGLRC restore_gl_ctx;
261 };
262
263 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
264 {
265     TRACE_(d3d_caps)("Destroying fake GL context.\n");
266
267     if (!pwglMakeCurrent(NULL, NULL))
268     {
269         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
270     }
271
272     if (!pwglDeleteContext(ctx->gl_ctx))
273     {
274         DWORD err = GetLastError();
275         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
276     }
277
278     ReleaseDC(ctx->wnd, ctx->dc);
279     DestroyWindow(ctx->wnd);
280
281     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
282     {
283         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
284     }
285 }
286
287 /* Do not call while under the GL lock. */
288 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
289 {
290     PIXELFORMATDESCRIPTOR pfd;
291     int iPixelFormat;
292
293     TRACE("getting context...\n");
294
295     ctx->restore_dc = pwglGetCurrentDC();
296     ctx->restore_gl_ctx = pwglGetCurrentContext();
297
298     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
299     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
300             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
301     if (!ctx->wnd)
302     {
303         ERR_(d3d_caps)("Failed to create a window.\n");
304         goto fail;
305     }
306
307     ctx->dc = GetDC(ctx->wnd);
308     if (!ctx->dc)
309     {
310         ERR_(d3d_caps)("Failed to get a DC.\n");
311         goto fail;
312     }
313
314     /* PixelFormat selection */
315     ZeroMemory(&pfd, sizeof(pfd));
316     pfd.nSize = sizeof(pfd);
317     pfd.nVersion = 1;
318     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
319     pfd.iPixelType = PFD_TYPE_RGBA;
320     pfd.cColorBits = 32;
321     pfd.iLayerType = PFD_MAIN_PLANE;
322
323     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
324     if (!iPixelFormat)
325     {
326         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
327         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
328         goto fail;
329     }
330     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
331     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
332
333     /* Create a GL context. */
334     ctx->gl_ctx = pwglCreateContext(ctx->dc);
335     if (!ctx->gl_ctx)
336     {
337         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
338         goto fail;
339     }
340
341     /* Make it the current GL context. */
342     if (!context_set_current(NULL))
343     {
344         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
345     }
346
347     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
348     {
349         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
350         goto fail;
351     }
352
353     return TRUE;
354
355 fail:
356     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
357     ctx->gl_ctx = NULL;
358     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
359     ctx->dc = NULL;
360     if (ctx->wnd) DestroyWindow(ctx->wnd);
361     ctx->wnd = NULL;
362     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
363     {
364         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
365     }
366
367     return FALSE;
368 }
369
370 /* Adjust the amount of used texture memory */
371 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
372 {
373     struct wined3d_adapter *adapter = device->adapter;
374
375     adapter->UsedTextureRam += glram;
376     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
377     return adapter->UsedTextureRam;
378 }
379
380 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
381 {
382     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
383     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
384 }
385
386 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
387 {
388     ULONG refcount = InterlockedIncrement(&wined3d->ref);
389
390     TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
391
392     return refcount;
393 }
394
395 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
396 {
397     ULONG refcount = InterlockedDecrement(&wined3d->ref);
398
399     TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
400
401     if (!refcount)
402     {
403         unsigned int i;
404
405         for (i = 0; i < wined3d->adapter_count; ++i)
406         {
407             wined3d_adapter_cleanup(&wined3d->adapters[i]);
408         }
409         HeapFree(GetProcessHeap(), 0, wined3d);
410     }
411
412     return refcount;
413 }
414
415 /**********************************************************
416  * IWineD3D parts follows
417  **********************************************************/
418
419 /* GL locking is done by the caller */
420 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
421 {
422     GLuint prog;
423     BOOL ret = FALSE;
424     const char *testcode =
425         "!!ARBvp1.0\n"
426         "PARAM C[66] = { program.env[0..65] };\n"
427         "ADDRESS A0;"
428         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
429         "ARL A0.x, zero.x;\n"
430         "MOV result.position, C[A0.x + 65];\n"
431         "END\n";
432
433     while(glGetError());
434     GL_EXTCALL(glGenProgramsARB(1, &prog));
435     if(!prog) {
436         ERR("Failed to create an ARB offset limit test program\n");
437     }
438     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
439     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
440                                   strlen(testcode), testcode));
441     if (glGetError())
442     {
443         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
444         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
445         ret = TRUE;
446     } else TRACE("OpenGL implementation allows offsets > 63\n");
447
448     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
449     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
450     checkGLcall("ARB vp offset limit test cleanup");
451
452     return ret;
453 }
454
455 static DWORD ver_for_ext(GL_SupportedExt ext)
456 {
457     unsigned int i;
458     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
459         if(EXTENSION_MAP[i].extension == ext) {
460             return EXTENSION_MAP[i].version;
461         }
462     }
463     return 0;
464 }
465
466 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
468 {
469     if (card_vendor != HW_VENDOR_AMD) return FALSE;
470     if (device == CARD_AMD_RADEON_9500) return TRUE;
471     if (device == CARD_AMD_RADEON_X700) return TRUE;
472     if (device == CARD_AMD_RADEON_X1600) return TRUE;
473     return FALSE;
474 }
475
476 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
477         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
478 {
479     if (card_vendor == HW_VENDOR_NVIDIA)
480     {
481         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
482             device == CARD_NVIDIA_GEFORCEFX_5600 ||
483             device == CARD_NVIDIA_GEFORCEFX_5800)
484         {
485             return TRUE;
486         }
487     }
488     return FALSE;
489 }
490
491 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
492         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
493 {
494     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
495      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
496      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
497      *
498      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
499      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
500      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
501      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
502      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
503      * the chance that other implementations support them is rather small since Win32 QuickTime uses
504      * DirectDraw, not OpenGL.
505      *
506      * This test has been moved into wined3d_guess_gl_vendor()
507      */
508     if (gl_vendor == GL_VENDOR_APPLE)
509     {
510         return TRUE;
511     }
512     return FALSE;
513 }
514
515 /* Context activation is done by the caller. */
516 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
517 {
518     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
519      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
520      * all the texture. This function detects this bug by its symptom and disables PBOs
521      * if the test fails.
522      *
523      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
524      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
525      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
526      * read back is compared to the original. If they are equal PBOs are assumed to work,
527      * otherwise the PBO extension is disabled. */
528     GLuint texture, pbo;
529     static const unsigned int pattern[] =
530     {
531         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
532         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
533         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
534         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
535     };
536     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
537
538     /* No PBO -> No point in testing them. */
539     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
540
541     ENTER_GL();
542
543     while (glGetError());
544     glGenTextures(1, &texture);
545     glBindTexture(GL_TEXTURE_2D, texture);
546
547     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
548     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
549     checkGLcall("Specifying the PBO test texture");
550
551     GL_EXTCALL(glGenBuffersARB(1, &pbo));
552     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
553     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
554     checkGLcall("Specifying the PBO test pbo");
555
556     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
557     checkGLcall("Loading the PBO test texture");
558
559     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
560     LEAVE_GL();
561
562     wglFinish(); /* just to be sure */
563
564     memset(check, 0, sizeof(check));
565     ENTER_GL();
566     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
567     checkGLcall("Reading back the PBO test texture");
568
569     glDeleteTextures(1, &texture);
570     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
571     checkGLcall("PBO test cleanup");
572
573     LEAVE_GL();
574
575     if (memcmp(check, pattern, sizeof(check)))
576     {
577         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
578         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
579         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
580     }
581     else
582     {
583         TRACE_(d3d_caps)("PBO test successful.\n");
584     }
585 }
586
587 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
589 {
590     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
591 }
592
593 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
594         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
595 {
596     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
597     if (card_vendor != HW_VENDOR_AMD) return FALSE;
598     if (device == CARD_AMD_RADEON_X1600) return FALSE;
599     return TRUE;
600 }
601
602 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     return gl_vendor == GL_VENDOR_FGLRX;
606
607 }
608
609 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
610         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
611 {
612     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
613      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
614      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
615      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
616      * hardcoded
617      *
618      * dx10 cards usually have 64 varyings */
619     return gl_info->limits.glsl_varyings > 44;
620 }
621
622 /* A GL context is provided by the caller */
623 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
624         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
625 {
626     GLenum error;
627     DWORD data[16];
628
629     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
630
631     ENTER_GL();
632     while(glGetError());
633     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
634     error = glGetError();
635     LEAVE_GL();
636
637     if(error == GL_NO_ERROR)
638     {
639         TRACE("GL Implementation accepts 4 component specular color pointers\n");
640         return TRUE;
641     }
642     else
643     {
644         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
645               debug_glerror(error));
646         return FALSE;
647     }
648 }
649
650 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
651         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
652 {
653     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
654     return gl_info->supported[NV_TEXTURE_SHADER];
655 }
656
657 /* A GL context is provided by the caller */
658 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
659         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
660 {
661     GLuint prog;
662     BOOL ret = FALSE;
663     GLint pos;
664     const char *testcode =
665         "!!ARBvp1.0\n"
666         "OPTION NV_vertex_program2;\n"
667         "MOV result.clip[0], 0.0;\n"
668         "MOV result.position, 0.0;\n"
669         "END\n";
670
671     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
672
673     ENTER_GL();
674     while(glGetError());
675
676     GL_EXTCALL(glGenProgramsARB(1, &prog));
677     if(!prog)
678     {
679         ERR("Failed to create the NVvp clip test program\n");
680         LEAVE_GL();
681         return FALSE;
682     }
683     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
684     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
685                                   strlen(testcode), testcode));
686     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
687     if(pos != -1)
688     {
689         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
690         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
691         ret = TRUE;
692         while(glGetError());
693     }
694     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
695
696     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
697     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
698     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
699
700     LEAVE_GL();
701     return ret;
702 }
703
704 /* Context activation is done by the caller. */
705 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
706         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
707 {
708     char data[4 * 4 * 4];
709     GLuint tex, fbo;
710     GLenum status;
711
712     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
713
714     memset(data, 0xcc, sizeof(data));
715
716     ENTER_GL();
717
718     glGenTextures(1, &tex);
719     glBindTexture(GL_TEXTURE_2D, tex);
720     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
721     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
722     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
723     checkGLcall("glTexImage2D");
724
725     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
726     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
727     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
728     checkGLcall("glFramebufferTexture2D");
729
730     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
731     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
732     checkGLcall("glCheckFramebufferStatus");
733
734     memset(data, 0x11, sizeof(data));
735     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
736     checkGLcall("glTexSubImage2D");
737
738     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
739     glClear(GL_COLOR_BUFFER_BIT);
740     checkGLcall("glClear");
741
742     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
743     checkGLcall("glGetTexImage");
744
745     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
746     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
747     glBindTexture(GL_TEXTURE_2D, 0);
748     checkGLcall("glBindTexture");
749
750     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
751     glDeleteTextures(1, &tex);
752     checkGLcall("glDeleteTextures");
753
754     LEAVE_GL();
755
756     return *(DWORD *)data == 0x11111111;
757 }
758
759 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
760 {
761     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
762     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
763     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
764     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
765 }
766
767 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
768 {
769     quirk_arb_constants(gl_info);
770     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
771      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
772      * allow 48 different offsets or other helper immediate values. */
773     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
774     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
775 }
776
777 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
778  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
779  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
780  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
781  * most games, but avoids the crash
782  *
783  * A more sophisticated way would be to find all units that need texture coordinates and enable
784  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
785  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
786  *
787  * Note that disabling the extension entirely does not gain predictability because there is no point
788  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
789 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
790 {
791     if (gl_info->supported[ARB_POINT_SPRITE])
792     {
793         TRACE("Limiting point sprites to one texture unit.\n");
794         gl_info->limits.point_sprite_units = 1;
795     }
796 }
797
798 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
799 {
800     quirk_arb_constants(gl_info);
801
802     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
803      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
804      * If real NP2 textures are used, the driver falls back to software. We could just remove the
805      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
806      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
807      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
808      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
809      *
810      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
811      * has this extension promoted to core. The extension loading code sets this extension supported
812      * due to that, so this code works on fglrx as well. */
813     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
814     {
815         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
816         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
817         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
818     }
819
820     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
821      * it is generally more efficient. Reserve just 8 constants. */
822     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
823     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
824 }
825
826 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
827 {
828     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
829      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
830      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
831      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
832      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
833      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
834      *
835      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
836      *  triggering the software fallback. There is not much we can do here apart from disabling the
837      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
838      *  in wined3d_adapter_init_gl_caps).
839      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
840      *  post-processing effects in the game "Max Payne 2").
841      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
842     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
843     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
844     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
845 }
846
847 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
848 {
849     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
850      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
851      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
852      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
853      * according to the spec.
854      *
855      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
856      * makes the shader slower and eats instruction slots which should be available to the d3d app.
857      *
858      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
859      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
860      * this workaround is activated on cards that do not need it, it won't break things, just affect
861      * performance negatively. */
862     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
863     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
864 }
865
866 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
869 }
870
871 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
872 {
873     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
874 }
875
876 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
877 {
878     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
879     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
880 }
881
882 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
883 {
884     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
885 }
886
887 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
888 {
889     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
890 }
891
892 struct driver_quirk
893 {
894     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
895             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
896     void (*apply)(struct wined3d_gl_info *gl_info);
897     const char *description;
898 };
899
900 static const struct driver_quirk quirk_table[] =
901 {
902     {
903         match_amd_r300_to_500,
904         quirk_amd_dx9,
905         "AMD GLSL constant and normalized texrect quirk"
906     },
907     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
908      * used it falls back to software. While the compiler can detect if the shader uses all declared
909      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
910      * using relative addressing falls back to software.
911      *
912      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
913     {
914         match_apple,
915         quirk_apple_glsl_constants,
916         "Apple GLSL uniform override"
917     },
918     {
919         match_geforce5,
920         quirk_no_np2,
921         "Geforce 5 NP2 disable"
922     },
923     {
924         match_apple_intel,
925         quirk_texcoord_w,
926         "Init texcoord .w for Apple Intel GPU driver"
927     },
928     {
929         match_apple_nonr500ati,
930         quirk_texcoord_w,
931         "Init texcoord .w for Apple ATI >= r600 GPU driver"
932     },
933     {
934         match_fglrx,
935         quirk_one_point_sprite,
936         "Fglrx point sprite crash workaround"
937     },
938     {
939         match_dx10_capable,
940         quirk_clip_varying,
941         "Reserved varying for gl_ClipPos"
942     },
943     {
944         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
945          * GL implementations accept it. The Mac GL is the only implementation known to
946          * reject it.
947          *
948          * If we can pass 4 component specular colors, do it, because (a) we don't have
949          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
950          * passes specular alpha to the pixel shader if any is used. Otherwise the
951          * specular alpha is used to pass the fog coordinate, which we pass to opengl
952          * via GL_EXT_fog_coord.
953          */
954         match_allows_spec_alpha,
955         quirk_allows_specular_alpha,
956         "Allow specular alpha quirk"
957     },
958     {
959         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
960          * (rdar://5682521).
961          */
962         match_apple_nvts,
963         quirk_apple_nvts,
964         "Apple NV_texture_shader disable"
965     },
966     {
967         match_broken_nv_clip,
968         quirk_disable_nvvp_clip,
969         "Apple NV_vertex_program clip bug quirk"
970     },
971     {
972         match_fbo_tex_update,
973         quirk_fbo_tex_update,
974         "FBO rebind for attachment updates"
975     },
976 };
977
978 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
979  * reporting a driver version is moot because we are not the Windows driver, and we have different
980  * bugs, features, etc.
981  *
982  * The driver version has the form "x.y.z.w".
983  *
984  * "x" is the Windows version the driver is meant for:
985  * 4 -> 95/98/NT4
986  * 5 -> 2000
987  * 6 -> 2000/XP
988  * 7 -> Vista
989  * 8 -> Win 7
990  *
991  * "y" is the maximum Direct3D version the driver supports.
992  * y  -> d3d version mapping:
993  * 11 -> d3d6
994  * 12 -> d3d7
995  * 13 -> d3d8
996  * 14 -> d3d9
997  * 15 -> d3d10
998  * 16 -> d3d10.1
999  * 17 -> d3d11
1000  *
1001  * "z" is the subversion number.
1002  *
1003  * "w" is the vendor specific driver build number.
1004  */
1005
1006 struct driver_version_information
1007 {
1008     enum wined3d_display_driver driver;
1009     enum wined3d_driver_model driver_model;
1010     const char *driver_name;            /* name of Windows driver */
1011     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
1012     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1013     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
1014 };
1015
1016 /* The driver version table contains driver information for different devices on several OS versions. */
1017 static const struct driver_version_information driver_version_table[] =
1018 {
1019     /* AMD
1020      * - Radeon HD2x00 (R600) and up supported by current drivers.
1021      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1022      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1023      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1024     {DRIVER_AMD_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1025     {DRIVER_AMD_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1026     {DRIVER_AMD_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1027     {DRIVER_AMD_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1028     {DRIVER_AMD_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1029     {DRIVER_AMD_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1030
1031     /* Intel
1032      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1033      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1034      * igxprd32.dll but the GMA800 driver was never updated. */
1035     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1036     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1037     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1038     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1039     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1040     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1041
1042     /* Nvidia
1043      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1044      * - GeforceFX support is up to 173.x on <= XP
1045      * - Geforce2MX/3/4 up to 96.x on <= XP
1046      * - TNT/Geforce1/2 up to 71.x on <= XP
1047      * All version numbers used below are from the Linux nvidia drivers. */
1048     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1049     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1050     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1051     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 12, 6658},
1052     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 12, 6658},
1053 };
1054
1055 struct gpu_description
1056 {
1057     WORD vendor;                    /* reported PCI card vendor ID  */
1058     WORD card;                      /* reported PCI card device ID  */
1059     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1060     enum wined3d_display_driver driver;
1061     unsigned int vidmem;
1062 };
1063
1064 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1065  * found on a board containing a specific GPU. */
1066 static const struct gpu_description gpu_description_table[] =
1067 {
1068     /* Nvidia cards */
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1091     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1092     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1093     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1094     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1095     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1096     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1097     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1098     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1099     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1100     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1101     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1102     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1103     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1104     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1105     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1106     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1107     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1108     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT420,      "NVIDIA GeForce GT 420",            DRIVER_NVIDIA_GEFORCE6,  2048},
1109     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT430,      "NVIDIA GeForce GT 430",            DRIVER_NVIDIA_GEFORCE6,  1024},
1110     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT440,      "NVIDIA GeForce GT 440",            DRIVER_NVIDIA_GEFORCE6,  1024},
1111     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS450,     "NVIDIA GeForce GTS 450",           DRIVER_NVIDIA_GEFORCE6,  1024},
1112     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1113     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1114     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1115     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1116     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX560,     "NVIDIA GeForce GTX 560 TI",        DRIVER_NVIDIA_GEFORCE6,  1024},
1117     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX570,     "NVIDIA GeForce GTX 570",           DRIVER_NVIDIA_GEFORCE6,  1280},
1118     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX580,     "NVIDIA GeForce GTX 580",           DRIVER_NVIDIA_GEFORCE6,  1536},
1119
1120     /* AMD cards */
1121     {HW_VENDOR_AMD,        CARD_AMD_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_AMD_RAGE_128PRO,  16  },
1122     {HW_VENDOR_AMD,        CARD_AMD_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_AMD_R100,         32  },
1123     {HW_VENDOR_AMD,        CARD_AMD_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_AMD_R100,         64  },
1124     {HW_VENDOR_AMD,        CARD_AMD_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_AMD_R300,         64  },
1125     {HW_VENDOR_AMD,        CARD_AMD_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_AMD_R300,         64  },
1126     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_AMD_R300,         128 },
1127     {HW_VENDOR_AMD,        CARD_AMD_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_AMD_R300,         128 },
1128     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_AMD_R600,         256 },
1129     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_AMD_R600,         256 },
1130     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_AMD_R600,         512 },
1131     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_AMD_R600,         128 },
1132     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_AMD_R600,         256 },
1133     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_AMD_R600,         512 },
1134     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_AMD_R600,         512 },
1135     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_AMD_R600,         512 },
1136     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_AMD_R600,         512 },
1137     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_AMD_R600,         512 },
1138     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_AMD_R600,         512 },
1139     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_AMD_R600,         1024},
1140     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_AMD_R600,         1024},
1141     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6310,         "AMD Radeon HD 6310 Graphics",      DRIVER_AMD_R600,         1024},
1142     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6800,         "AMD Radeon HD 6800 Series",        DRIVER_AMD_R600,         1024},
1143     {HW_VENDOR_AMD,        CARD_AMD_RADEON_HD6900,         "AMD Radeon HD 6900 Series",        DRIVER_AMD_R600,         2048},
1144     /* Intel cards */
1145     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1146     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1147     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1148     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1149     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1150     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1151     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1152     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1153 };
1154
1155 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1156         enum wined3d_driver_model driver_model)
1157 {
1158     unsigned int i;
1159
1160     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1161     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1162     {
1163         const struct driver_version_information *entry = &driver_version_table[i];
1164
1165         if (entry->driver == driver && entry->driver_model == driver_model)
1166         {
1167             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1168                 entry->driver_name, entry->version, entry->subversion, entry->build);
1169
1170             return entry;
1171         }
1172     }
1173     return NULL;
1174 }
1175
1176 static void init_driver_info(struct wined3d_driver_info *driver_info,
1177         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1178 {
1179     OSVERSIONINFOW os_version;
1180     WORD driver_os_version;
1181     unsigned int i;
1182     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1183     enum wined3d_driver_model driver_model;
1184     const struct driver_version_information *version_info;
1185
1186     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1187     {
1188         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1189         vendor = wined3d_settings.pci_vendor_id;
1190     }
1191     driver_info->vendor = vendor;
1192
1193     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1194     {
1195         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1196         device = wined3d_settings.pci_device_id;
1197     }
1198     driver_info->device = device;
1199
1200     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1201      * overrides the pci ids to a card which is not in our database. */
1202     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1203
1204     memset(&os_version, 0, sizeof(os_version));
1205     os_version.dwOSVersionInfoSize = sizeof(os_version);
1206     if (!GetVersionExW(&os_version))
1207     {
1208         ERR("Failed to get OS version, reporting 2000/XP.\n");
1209         driver_os_version = 6;
1210         driver_model = DRIVER_MODEL_NT5X;
1211     }
1212     else
1213     {
1214         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1215         switch (os_version.dwMajorVersion)
1216         {
1217             case 4:
1218                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1219                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1220                  */
1221                 driver_os_version = 4;
1222                 driver_model = DRIVER_MODEL_WIN9X;
1223                 break;
1224
1225             case 5:
1226                 driver_os_version = 6;
1227                 driver_model = DRIVER_MODEL_NT5X;
1228                 break;
1229
1230             case 6:
1231                 if (os_version.dwMinorVersion == 0)
1232                 {
1233                     driver_os_version = 7;
1234                     driver_model = DRIVER_MODEL_NT6X;
1235                 }
1236                 else
1237                 {
1238                     if (os_version.dwMinorVersion > 1)
1239                     {
1240                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1241                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1242                     }
1243                     driver_os_version = 8;
1244                     driver_model = DRIVER_MODEL_NT6X;
1245                 }
1246                 break;
1247
1248             default:
1249                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1250                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1251                 driver_os_version = 6;
1252                 driver_model = DRIVER_MODEL_NT5X;
1253                 break;
1254         }
1255     }
1256
1257     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1258      * This means that unless the ids are overriden, we will always find a GPU description. */
1259     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1260     {
1261         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1262         {
1263             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1264
1265             driver_info->description = gpu_description_table[i].description;
1266             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1267             driver = gpu_description_table[i].driver;
1268             break;
1269         }
1270     }
1271
1272     if (wined3d_settings.emulated_textureram)
1273     {
1274         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1275         driver_info->vidmem = wined3d_settings.emulated_textureram;
1276     }
1277
1278     /* Try to obtain driver version information for the current Windows version. This fails in
1279      * some cases:
1280      * - the gpu is not available on the currently selected OS version:
1281      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1282      *     version information for the current Windows version is returned instead of faked info.
1283      *     We do the same and assume the default Windows version to emulate is WinXP.
1284      *
1285      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1286      *     For now return the XP driver info. Perhaps later on we should return VESA.
1287      *
1288      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1289      *   This could be an indication that our database is not up to date, so this should be fixed.
1290      */
1291     version_info = get_driver_version_info(driver, driver_model);
1292     if (version_info)
1293     {
1294         driver_info->name = version_info->driver_name;
1295         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1296         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1297     }
1298     else
1299     {
1300         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1301         if (version_info)
1302         {
1303             driver_info->name = version_info->driver_name;
1304             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1305             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1306         }
1307         else
1308         {
1309             driver_info->description = "Direct3D HAL";
1310             driver_info->name = "Display";
1311             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1312             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1313
1314             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1315                     vendor, device, driver_model);
1316         }
1317     }
1318
1319     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1320             driver_info->version_high, driver_info->version_low);
1321 }
1322
1323 /* Context activation is done by the caller. */
1324 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1325         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1326 {
1327     unsigned int i;
1328
1329     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1330     {
1331         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1332         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1333         quirk_table[i].apply(gl_info);
1334     }
1335
1336     /* Find out if PBOs work as they are supposed to. */
1337     test_pbo_functionality(gl_info);
1338 }
1339
1340 static DWORD wined3d_parse_gl_version(const char *gl_version)
1341 {
1342     const char *ptr = gl_version;
1343     int major, minor;
1344
1345     major = atoi(ptr);
1346     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1347
1348     while (isdigit(*ptr)) ++ptr;
1349     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1350
1351     minor = atoi(ptr);
1352
1353     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1354
1355     return MAKEDWORD_VERSION(major, minor);
1356 }
1357
1358 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1359 {
1360
1361     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1362      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1363      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1364      *
1365      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1366      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1367      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1368      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1369      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1370      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1371      * DirectDraw, not OpenGL. */
1372     if (gl_info->supported[APPLE_FENCE]
1373             && gl_info->supported[APPLE_CLIENT_STORAGE]
1374             && gl_info->supported[APPLE_FLUSH_RENDER]
1375             && gl_info->supported[APPLE_YCBCR_422])
1376         return GL_VENDOR_APPLE;
1377
1378     if (strstr(gl_vendor_string, "NVIDIA"))
1379         return GL_VENDOR_NVIDIA;
1380
1381     if (strstr(gl_vendor_string, "ATI"))
1382         return GL_VENDOR_FGLRX;
1383
1384     if (strstr(gl_vendor_string, "Intel(R)")
1385             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1386             || strstr(gl_renderer, "Intel")
1387             || strstr(gl_vendor_string, "Intel Inc."))
1388         return GL_VENDOR_INTEL;
1389
1390     if (strstr(gl_vendor_string, "Mesa")
1391             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1392             || strstr(gl_vendor_string, "DRI R300 Project")
1393             || strstr(gl_vendor_string, "X.Org R300 Project")
1394             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1395             || strstr(gl_vendor_string, "VMware, Inc.")
1396             || strstr(gl_renderer, "Mesa")
1397             || strstr(gl_renderer, "Gallium"))
1398         return GL_VENDOR_MESA;
1399
1400     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1401             debugstr_a(gl_vendor_string));
1402
1403     return GL_VENDOR_UNKNOWN;
1404 }
1405
1406 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1407 {
1408     if (strstr(gl_vendor_string, "NVIDIA")
1409             || strstr(gl_vendor_string, "nouveau"))
1410         return HW_VENDOR_NVIDIA;
1411
1412     if (strstr(gl_vendor_string, "ATI")
1413             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1414             || strstr(gl_vendor_string, "X.Org R300 Project")
1415             || strstr(gl_renderer, "AMD")
1416             || strstr(gl_renderer, "R100")
1417             || strstr(gl_renderer, "R200")
1418             || strstr(gl_renderer, "R300")
1419             || strstr(gl_renderer, "R600")
1420             || strstr(gl_renderer, "R700"))
1421         return HW_VENDOR_AMD;
1422
1423     if (strstr(gl_vendor_string, "Intel(R)")
1424             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1425             || strstr(gl_renderer, "Intel")
1426             || strstr(gl_vendor_string, "Intel Inc."))
1427         return HW_VENDOR_INTEL;
1428
1429     if (strstr(gl_vendor_string, "Mesa")
1430             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1431             || strstr(gl_vendor_string, "VMware, Inc."))
1432         return HW_VENDOR_SOFTWARE;
1433
1434     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1435
1436     return HW_VENDOR_NVIDIA;
1437 }
1438
1439 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1440 {
1441     UINT level = 0;
1442
1443     if (gl_info->supported[ARB_MULTITEXTURE])
1444         level = 6;
1445     if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1446             && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1447             && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1448         level = 7;
1449     if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1450             && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1451         level = 8;
1452     if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1453             && gl_info->supported[ARB_VERTEX_SHADER])
1454         level = 9;
1455     if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1456         level = 10;
1457
1458     return level;
1459 }
1460
1461 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1462         const char *gl_renderer)
1463 {
1464     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1465     unsigned int i;
1466
1467     if (d3d_level >= 10)
1468     {
1469         static const struct
1470         {
1471             const char *renderer;
1472             enum wined3d_pci_device id;
1473         }
1474         cards[] =
1475         {
1476             {"GTX 580",     CARD_NVIDIA_GEFORCE_GTX580},    /* Geforce 500 - highend */
1477             {"GTX 570",     CARD_NVIDIA_GEFORCE_GTX570},    /* Geforce 500 - midend high */
1478             {"GTX 560 TI",  CARD_NVIDIA_GEFORCE_GTX560},    /* Geforce 500 - midend */
1479             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1480             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1481             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1482             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1483             {"GTS 450",     CARD_NVIDIA_GEFORCE_GTS450},    /* Geforce 400 - midend low */
1484             {"GT 440",      CARD_NVIDIA_GEFORCE_GT440},     /* Geforce 400 - lowend */
1485             {"GT 430",      CARD_NVIDIA_GEFORCE_GT430},     /* Geforce 400 - lowend */
1486             {"GT 420",      CARD_NVIDIA_GEFORCE_GT420},     /* Geforce 400 - lowend */
1487             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1488             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1489             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1490             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1491             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1492             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1493             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1494             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1495             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1496             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1497             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1498             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1499             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1500             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1501             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1502             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1503             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1504             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1505             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1506             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1507             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1508             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1509             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1510             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1511             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1512             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1513             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1514             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1515             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1516             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1517             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1518             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1519             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1520             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1521             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1522             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1523             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1524             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1525             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1526             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1527         };
1528
1529         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1530         {
1531             if (strstr(gl_renderer, cards[i].renderer))
1532                 return cards[i].id;
1533         }
1534
1535         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1536         return CARD_NVIDIA_GEFORCE_8300GS;
1537     }
1538
1539     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1540      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1541      */
1542     if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1543     {
1544         static const struct
1545         {
1546             const char *renderer;
1547             enum wined3d_pci_device id;
1548         }
1549         cards[] =
1550         {
1551             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1552             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1553             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1554             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1555             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1556             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1557             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1558             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1559             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1560             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1561             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1562             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1563             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1564         };
1565
1566         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1567         {
1568             if (strstr(gl_renderer, cards[i].renderer))
1569                 return cards[i].id;
1570         }
1571
1572         /* Geforce 6/7 - lowend */
1573         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1574     }
1575
1576     if (d3d_level >= 9)
1577     {
1578         /* GeforceFX - highend */
1579         if (strstr(gl_renderer, "5800")
1580                 || strstr(gl_renderer, "5900")
1581                 || strstr(gl_renderer, "5950")
1582                 || strstr(gl_renderer, "Quadro FX"))
1583         {
1584             return CARD_NVIDIA_GEFORCEFX_5800;
1585         }
1586
1587         /* GeforceFX - midend */
1588         if (strstr(gl_renderer, "5600")
1589                 || strstr(gl_renderer, "5650")
1590                 || strstr(gl_renderer, "5700")
1591                 || strstr(gl_renderer, "5750"))
1592         {
1593             return CARD_NVIDIA_GEFORCEFX_5600;
1594         }
1595
1596         /* GeforceFX - lowend */
1597         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1598     }
1599
1600     if (d3d_level >= 8)
1601     {
1602         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1603         {
1604             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1605         }
1606
1607         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1608     }
1609
1610     if (d3d_level >= 7)
1611     {
1612         if (strstr(gl_renderer, "GeForce4 MX"))
1613         {
1614             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1615         }
1616
1617         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1618         {
1619             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1620         }
1621
1622         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1623         {
1624             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1625         }
1626
1627         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1628     }
1629
1630     if (strstr(gl_renderer, "TNT2"))
1631     {
1632         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1633     }
1634
1635     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1636 }
1637
1638 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1639         const char *gl_renderer)
1640 {
1641     UINT d3d_level = d3d_level_from_gl_info(gl_info);
1642
1643     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1644      *
1645      * Beware: renderer string do not match exact card model,
1646      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1647     if (d3d_level >= 10)
1648     {
1649         unsigned int i;
1650
1651         static const struct
1652         {
1653             const char *renderer;
1654             enum wined3d_pci_device id;
1655         }
1656         cards[] =
1657         {
1658             /* Evergreen */
1659             {"HD 5870", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1660             {"HD 5850", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1661             {"HD 5800", CARD_AMD_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1662             {"HD 5770", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1663             {"HD 5750", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1664             {"HD 5700", CARD_AMD_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1665             {"HD 5670", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1666             {"HD 5570", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1667             {"HD 5550", CARD_AMD_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1668             {"HD 5450", CARD_AMD_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1669             /* R700 */
1670             {"HD 4890", CARD_AMD_RADEON_HD4800},    /* Radeon RV790 */
1671             {"HD 4870", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1672             {"HD 4850", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1673             {"HD 4830", CARD_AMD_RADEON_HD4800},    /* Radeon RV770 */
1674             {"HD 4800", CARD_AMD_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1675             {"HD 4770", CARD_AMD_RADEON_HD4700},    /* Radeon RV740 */
1676             {"HD 4700", CARD_AMD_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1677             {"HD 4670", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1678             {"HD 4650", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1679             {"HD 4600", CARD_AMD_RADEON_HD4600},    /* Radeon RV730 */
1680             {"HD 4550", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1681             {"HD 4350", CARD_AMD_RADEON_HD4350},    /* Radeon RV710 */
1682             /* R600/R700 integrated */
1683             {"HD 3300", CARD_AMD_RADEON_HD3200},
1684             {"HD 3200", CARD_AMD_RADEON_HD3200},
1685             {"HD 3100", CARD_AMD_RADEON_HD3200},
1686             /* R600 */
1687             {"HD 3870", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1688             {"HD 3850", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1689             {"HD 2900", CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1690             {"HD 3830", CARD_AMD_RADEON_HD2600},    /* China-only midend */
1691             {"HD 3690", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1692             {"HD 3650", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1693             {"HD 2600", CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1694             {"HD 3470", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1695             {"HD 3450", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1696             {"HD 3430", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1697             {"HD 3400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1698             {"HD 2400", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1699             {"HD 2350", CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1700         };
1701
1702         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1703         {
1704             if (strstr(gl_renderer, cards[i].renderer))
1705                 return cards[i].id;
1706         }
1707
1708         /* Default for when no GPU has been found */
1709         return CARD_AMD_RADEON_HD3200;
1710     }
1711
1712     if (d3d_level >= 9)
1713     {
1714         /* Radeon R5xx */
1715         if (strstr(gl_renderer, "X1600")
1716                 || strstr(gl_renderer, "X1650")
1717                 || strstr(gl_renderer, "X1800")
1718                 || strstr(gl_renderer, "X1900")
1719                 || strstr(gl_renderer, "X1950"))
1720         {
1721             return CARD_AMD_RADEON_X1600;
1722         }
1723
1724         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1725          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1726         if (strstr(gl_renderer, "X700")
1727                 || strstr(gl_renderer, "X800")
1728                 || strstr(gl_renderer, "X850")
1729                 || strstr(gl_renderer, "X1300")
1730                 || strstr(gl_renderer, "X1400")
1731                 || strstr(gl_renderer, "X1450")
1732                 || strstr(gl_renderer, "X1550")
1733                 || strstr(gl_renderer, "X2300")
1734                 || strstr(gl_renderer, "X2500")
1735                 || strstr(gl_renderer, "HD 2300")
1736                 )
1737         {
1738             return CARD_AMD_RADEON_X700;
1739         }
1740
1741         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1742         if (strstr(gl_renderer, "Radeon Xpress"))
1743         {
1744             return CARD_AMD_RADEON_XPRESS_200M;
1745         }
1746
1747         /* Radeon R3xx */
1748         return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1749     }
1750
1751     if (d3d_level >= 8)
1752         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1753
1754     if (d3d_level >= 7)
1755         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1756
1757     return CARD_AMD_RAGE_128PRO;
1758 }
1759
1760 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1761         const char *gl_renderer)
1762 {
1763     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1764     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1765     {
1766         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1767         return CARD_INTEL_X3100;
1768     }
1769
1770     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1771     {
1772         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1773         return CARD_INTEL_I945GM;
1774     }
1775
1776     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1777     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1778     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1779     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1780     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1781     return CARD_INTEL_I915G;
1782
1783 }
1784
1785 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1786         const char *gl_renderer)
1787 {
1788     UINT d3d_level;
1789     unsigned int i;
1790
1791     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1792      *
1793      * Beware: renderer string do not match exact card model,
1794      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1795     if (strstr(gl_renderer, "Gallium"))
1796     {
1797         /* 20101109 - These are never returned by current Gallium radeon
1798          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1799          *
1800          * These are returned but not handled: RC410, RV380. */
1801         static const struct
1802         {
1803             const char *renderer;
1804             enum wined3d_pci_device id;
1805         }
1806         cards[] =
1807         {
1808             /* Northern Islands */
1809             {"CAYMAN",  CARD_AMD_RADEON_HD6900},
1810             {"BARTS",   CARD_AMD_RADEON_HD6800},
1811             {"PALM",    CARD_AMD_RADEON_HD6310},
1812             /* Evergreen */
1813             {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1814             {"CYPRESS", CARD_AMD_RADEON_HD5800},
1815             {"JUNIPER", CARD_AMD_RADEON_HD5700},
1816             {"REDWOOD", CARD_AMD_RADEON_HD5600},
1817             {"CEDAR",   CARD_AMD_RADEON_HD5400},
1818             /* R700 */
1819             {"R700",    CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1820             {"RV790",   CARD_AMD_RADEON_HD4800},
1821             {"RV770",   CARD_AMD_RADEON_HD4800},
1822             {"RV740",   CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1823             {"RV730",   CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1824             {"RV710",   CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1825             /* R600/R700 integrated */
1826             {"RS880",   CARD_AMD_RADEON_HD3200},
1827             {"RS780",   CARD_AMD_RADEON_HD3200},
1828             /* R600 */
1829             {"R680",    CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1830             {"R600",    CARD_AMD_RADEON_HD2900},
1831             {"RV670",   CARD_AMD_RADEON_HD2900},
1832             {"RV635",   CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1833             {"RV630",   CARD_AMD_RADEON_HD2600},
1834             {"RV620",   CARD_AMD_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1835             {"RV610",   CARD_AMD_RADEON_HD2350},
1836             /* R500 */
1837             {"R580",    CARD_AMD_RADEON_X1600},
1838             {"R520",    CARD_AMD_RADEON_X1600},
1839             {"RV570",   CARD_AMD_RADEON_X1600},
1840             {"RV560",   CARD_AMD_RADEON_X1600},
1841             {"RV535",   CARD_AMD_RADEON_X1600},
1842             {"RV530",   CARD_AMD_RADEON_X1600},
1843             {"RV516",   CARD_AMD_RADEON_X700},      /* X700 is actually R400. */
1844             {"RV515",   CARD_AMD_RADEON_X700},
1845             /* R400 */
1846             {"R481",    CARD_AMD_RADEON_X700},
1847             {"R480",    CARD_AMD_RADEON_X700},
1848             {"R430",    CARD_AMD_RADEON_X700},
1849             {"R423",    CARD_AMD_RADEON_X700},
1850             {"R420",    CARD_AMD_RADEON_X700},
1851             {"R410",    CARD_AMD_RADEON_X700},
1852             {"RV410",   CARD_AMD_RADEON_X700},
1853             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1854             {"RS740",   CARD_AMD_RADEON_XPRESS_200M},
1855             {"RS690",   CARD_AMD_RADEON_XPRESS_200M},
1856             {"RS600",   CARD_AMD_RADEON_XPRESS_200M},
1857             {"RS485",   CARD_AMD_RADEON_XPRESS_200M},
1858             {"RS482",   CARD_AMD_RADEON_XPRESS_200M},
1859             {"RS480",   CARD_AMD_RADEON_XPRESS_200M},
1860             {"RS400",   CARD_AMD_RADEON_XPRESS_200M},
1861             /* R300 */
1862             {"R360",    CARD_AMD_RADEON_9500},
1863             {"R350",    CARD_AMD_RADEON_9500},
1864             {"R300",    CARD_AMD_RADEON_9500},
1865             {"RV370",   CARD_AMD_RADEON_9500},
1866             {"RV360",   CARD_AMD_RADEON_9500},
1867             {"RV351",   CARD_AMD_RADEON_9500},
1868             {"RV350",   CARD_AMD_RADEON_9500},
1869         };
1870
1871         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1872         {
1873             if (strstr(gl_renderer, cards[i].renderer))
1874                 return cards[i].id;
1875         }
1876     }
1877
1878     d3d_level = d3d_level_from_gl_info(gl_info);
1879     if (d3d_level >= 9)
1880     {
1881         static const struct
1882         {
1883             const char *renderer;
1884             enum wined3d_pci_device id;
1885         }
1886         cards[] =
1887         {
1888             /* R700 */
1889             {"(R700",   CARD_AMD_RADEON_HD4800},    /* HD4800 - highend */
1890             {"(RV790",  CARD_AMD_RADEON_HD4800},
1891             {"(RV770",  CARD_AMD_RADEON_HD4800},
1892             {"(RV740",  CARD_AMD_RADEON_HD4700},    /* HD4700 - midend */
1893             {"(RV730",  CARD_AMD_RADEON_HD4600},    /* HD4600 - midend */
1894             {"(RV710",  CARD_AMD_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1895             /* R600/R700 integrated */
1896             {"RS880",   CARD_AMD_RADEON_HD3200},
1897             {"RS780",   CARD_AMD_RADEON_HD3200},
1898             /* R600 */
1899             {"(R680",   CARD_AMD_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1900             {"(R600",   CARD_AMD_RADEON_HD2900},
1901             {"(RV670",  CARD_AMD_RADEON_HD2900},
1902             {"(RV635",  CARD_AMD_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1903             {"(RV630",  CARD_AMD_RADEON_HD2600},
1904             {"(RV620",  CARD_AMD_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1905             {"(RV610",  CARD_AMD_RADEON_HD2350},
1906         };
1907
1908         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1909         {
1910             if (strstr(gl_renderer, cards[i].renderer))
1911                 return cards[i].id;
1912         }
1913     }
1914
1915     if (d3d_level >= 8)
1916         return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1917
1918     if (d3d_level >= 7)
1919         return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1920
1921     return CARD_AMD_RAGE_128PRO;
1922 }
1923
1924 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1925         const char *gl_renderer)
1926 {
1927     UINT d3d_level;
1928
1929     if (strstr(gl_renderer, "Gallium"))
1930     {
1931         unsigned int i;
1932
1933         static const struct
1934         {
1935             const char *renderer;
1936             enum wined3d_pci_device id;
1937         }
1938         cards[] =
1939         {
1940             {"NVC8",    CARD_NVIDIA_GEFORCE_GTX570},
1941             {"NVC4",    CARD_NVIDIA_GEFORCE_GTX460},
1942             {"NVC3",    CARD_NVIDIA_GEFORCE_GT440},
1943             {"NVC0",    CARD_NVIDIA_GEFORCE_GTX480},
1944             {"NVAF",    CARD_NVIDIA_GEFORCE_GT320M},
1945             {"NVAC",    CARD_NVIDIA_GEFORCE_8200},
1946             {"NVAA",    CARD_NVIDIA_GEFORCE_8200},
1947             {"NVA8",    CARD_NVIDIA_GEFORCE_210},
1948             {"NVA5",    CARD_NVIDIA_GEFORCE_GT220},
1949             {"NVA3",    CARD_NVIDIA_GEFORCE_GT240},
1950             {"NVA0",    CARD_NVIDIA_GEFORCE_GTX280},
1951             {"NV98",    CARD_NVIDIA_GEFORCE_9200},
1952             {"NV96",    CARD_NVIDIA_GEFORCE_9400GT},
1953             {"NV94",    CARD_NVIDIA_GEFORCE_9600GT},
1954             {"NV92",    CARD_NVIDIA_GEFORCE_9800GT},
1955             {"NV86",    CARD_NVIDIA_GEFORCE_8500GT},
1956             {"NV84",    CARD_NVIDIA_GEFORCE_8600GT},
1957             {"NV68",    CARD_NVIDIA_GEFORCE_6200},      /* 7050 */
1958             {"NV67",    CARD_NVIDIA_GEFORCE_6200},      /* 7000M */
1959             {"NV63",    CARD_NVIDIA_GEFORCE_6200},      /* 7100 */
1960             {"NV50",    CARD_NVIDIA_GEFORCE_8800GTX},
1961             {"NV4E",    CARD_NVIDIA_GEFORCE_6200},      /* 6100 Go / 6150 Go */
1962             {"NV4C",    CARD_NVIDIA_GEFORCE_6200},      /* 6150SE */
1963             {"NV4B",    CARD_NVIDIA_GEFORCE_7600},
1964             {"NV4A",    CARD_NVIDIA_GEFORCE_6200},
1965             {"NV49",    CARD_NVIDIA_GEFORCE_7800GT},    /* 7900 */
1966             {"NV47",    CARD_NVIDIA_GEFORCE_7800GT},
1967             {"NV46",    CARD_NVIDIA_GEFORCE_7400},
1968             {"NV45",    CARD_NVIDIA_GEFORCE_6800},
1969             {"NV44",    CARD_NVIDIA_GEFORCE_6200},
1970             {"NV43",    CARD_NVIDIA_GEFORCE_6600GT},
1971             {"NV42",    CARD_NVIDIA_GEFORCE_6800},
1972             {"NV41",    CARD_NVIDIA_GEFORCE_6800},
1973             {"NV40",    CARD_NVIDIA_GEFORCE_6800},
1974             {"NV38",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5950 Ultra */
1975             {"NV36",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5700/5750 */
1976             {"NV35",    CARD_NVIDIA_GEFORCEFX_5800},    /* FX 5900 */
1977             {"NV34",    CARD_NVIDIA_GEFORCEFX_5200},
1978             {"NV31",    CARD_NVIDIA_GEFORCEFX_5600},
1979             {"NV30",    CARD_NVIDIA_GEFORCEFX_5800},
1980             {"NV28",    CARD_NVIDIA_GEFORCE4_TI4200},
1981             {"NV25",    CARD_NVIDIA_GEFORCE4_TI4200},
1982             {"NV20",    CARD_NVIDIA_GEFORCE3},
1983             {"NV1F",    CARD_NVIDIA_GEFORCE4_MX},       /* GF4 MX IGP */
1984             {"NV1A",    CARD_NVIDIA_GEFORCE2},          /* GF2 IGP */
1985             {"NV18",    CARD_NVIDIA_GEFORCE4_MX},
1986             {"NV17",    CARD_NVIDIA_GEFORCE4_MX},
1987             {"NV16",    CARD_NVIDIA_GEFORCE2},
1988             {"NV15",    CARD_NVIDIA_GEFORCE2},
1989             {"NV11",    CARD_NVIDIA_GEFORCE2_MX},
1990             {"NV10",    CARD_NVIDIA_GEFORCE},
1991             {"NV05",    CARD_NVIDIA_RIVA_TNT2},
1992             {"NV04",    CARD_NVIDIA_RIVA_TNT},
1993             {"NV03",    CARD_NVIDIA_RIVA_128},
1994         };
1995
1996         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1997         {
1998             if (strstr(gl_renderer, cards[i].renderer))
1999                 return cards[i].id;
2000         }
2001     }
2002
2003     FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2004
2005     d3d_level = d3d_level_from_gl_info(gl_info);
2006     if (d3d_level >= 9)
2007         return CARD_NVIDIA_GEFORCEFX_5600;
2008     if (d3d_level >= 8)
2009         return CARD_NVIDIA_GEFORCE3;
2010     if (d3d_level >= 7)
2011         return CARD_NVIDIA_GEFORCE;
2012     if (d3d_level >= 6)
2013         return CARD_NVIDIA_RIVA_TNT;
2014     return CARD_NVIDIA_RIVA_128;
2015 }
2016
2017
2018 struct vendor_card_selection
2019 {
2020     enum wined3d_gl_vendor gl_vendor;
2021     enum wined3d_pci_vendor card_vendor;
2022     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
2023     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2024 };
2025
2026 static const struct vendor_card_selection vendor_card_select_table[] =
2027 {
2028     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
2029     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
2030     {GL_VENDOR_APPLE,  HW_VENDOR_AMD,     "Apple OSX AMD/ATI binary driver",  select_card_amd_binary},
2031     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
2032     {GL_VENDOR_FGLRX,  HW_VENDOR_AMD,     "AMD/ATI binary driver",    select_card_amd_binary},
2033     {GL_VENDOR_MESA,   HW_VENDOR_AMD,     "Mesa AMD/ATI driver",      select_card_amd_mesa},
2034     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
2035     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
2036     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
2037 };
2038
2039
2040 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2041         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2042 {
2043     UINT d3d_level;
2044
2045     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2046      * different GPUs with roughly the same features. In most cases GPUs from a
2047      * certain family differ in clockspeeds, the amount of video memory and the
2048      * number of shader pipelines.
2049      *
2050      * A Direct3D device object contains the PCI id (vendor + device) of the
2051      * videocard which is used for rendering. Various applications use this
2052      * information to get a rough estimation of the features of the card and
2053      * some might use it for enabling 3d effects only on certain types of
2054      * videocards. In some cases games might even use it to work around bugs
2055      * which happen on certain videocards/driver combinations. The problem is
2056      * that OpenGL only exposes a rendering string containing the name of the
2057      * videocard and not the PCI id.
2058      *
2059      * Various games depend on the PCI id, so somehow we need to provide one.
2060      * A simple option is to parse the renderer string and translate this to
2061      * the right PCI id. This is a lot of work because there are more than 200
2062      * GPUs just for Nvidia. Various cards share the same renderer string, so
2063      * the amount of code might be 'small' but there are quite a number of
2064      * exceptions which would make this a pain to maintain. Another way would
2065      * be to query the PCI id from the operating system (assuming this is the
2066      * videocard which is used for rendering which is not always the case).
2067      * This would work but it is not very portable. Second it would not work
2068      * well in, let's say, a remote X situation in which the amount of 3d
2069      * features which can be used is limited.
2070      *
2071      * As said most games only use the PCI id to get an indication of the
2072      * capabilities of the card. It doesn't really matter if the given id is
2073      * the correct one if we return the id of a card with similar 3d features.
2074      *
2075      * The code below checks the OpenGL capabilities of a videocard and matches
2076      * that to a certain level of Direct3D functionality. Once a card passes
2077      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2078      * least a GeforceFX. To give a better estimate we do a basic check on the
2079      * renderer string but if that won't pass we return a default card. This
2080      * way is better than maintaining a full card database as even without a
2081      * full database we can return a card with similar features. Second the
2082      * size of the database can be made quite small because when you know what
2083      * type of 3d functionality a card has, you know to which GPU family the
2084      * GPU must belong. Because of this you only have to check a small part of
2085      * the renderer string to distinguishes between different models from that
2086      * family.
2087      *
2088      * The code also selects a default amount of video memory which we will
2089      * use for an estimation of the amount of free texture memory. In case of
2090      * real D3D the amount of texture memory includes video memory and system
2091      * memory (to be specific AGP memory or in case of PCIE TurboCache /
2092      * HyperMemory). We don't know how much system memory can be addressed by
2093      * the system but we can make a reasonable estimation about the amount of
2094      * video memory. If the value is slightly wrong it doesn't matter as we
2095      * didn't include AGP-like memory which makes the amount of addressable
2096      * memory higher and second OpenGL isn't that critical it moves to system
2097      * memory behind our backs if really needed. Note that the amount of video
2098      * memory can be overruled using a registry setting. */
2099
2100     int i;
2101
2102     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2103     {
2104         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2105             || (vendor_card_select_table[i].card_vendor != *card_vendor))
2106                 continue;
2107         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2108         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2109     }
2110
2111     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2112                      *gl_vendor, *card_vendor);
2113
2114     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2115      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2116      * them a good generic choice. */
2117     *card_vendor = HW_VENDOR_NVIDIA;
2118     d3d_level = d3d_level_from_gl_info(gl_info);
2119     if (d3d_level >= 9)
2120         return CARD_NVIDIA_GEFORCEFX_5600;
2121     if (d3d_level >= 8)
2122         return CARD_NVIDIA_GEFORCE3;
2123     if (d3d_level >= 7)
2124         return CARD_NVIDIA_GEFORCE;
2125     if (d3d_level >= 6)
2126         return CARD_NVIDIA_RIVA_TNT;
2127     return CARD_NVIDIA_RIVA_128;
2128 }
2129
2130 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2131 {
2132     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2133     int vs_selected_mode, ps_selected_mode;
2134
2135     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2136     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2137             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2138     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2139     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2140             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2141     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2142     else return &ffp_fragment_pipeline;
2143 }
2144
2145 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2146 {
2147     int vs_selected_mode, ps_selected_mode;
2148
2149     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2150     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2151     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2152     return &none_shader_backend;
2153 }
2154
2155 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2156 {
2157     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158     int vs_selected_mode, ps_selected_mode;
2159
2160     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2163     else return &ffp_blit;
2164 }
2165
2166 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2167 {
2168     DWORD ver;
2169
2170 #define USE_GL_FUNC(type, pfn, ext, replace) \
2171     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2172     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2173     else gl_info->pfn = NULL;
2174
2175     GL_EXT_FUNCS_GEN;
2176 #undef USE_GL_FUNC
2177
2178 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2179     WGL_EXT_FUNCS_GEN;
2180 #undef USE_GL_FUNC
2181 }
2182
2183 /* Context activation is done by the caller. */
2184 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2185 {
2186     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2187     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2188     const char *GL_Extensions    = NULL;
2189     const char *WGL_Extensions   = NULL;
2190     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2191     struct fragment_caps fragment_caps;
2192     enum wined3d_gl_vendor gl_vendor;
2193     enum wined3d_pci_vendor card_vendor;
2194     enum wined3d_pci_device device;
2195     GLint       gl_max;
2196     GLfloat     gl_floatv[2];
2197     unsigned    i;
2198     HDC         hdc;
2199     DWORD gl_version;
2200     size_t len;
2201
2202     TRACE_(d3d_caps)("(%p)\n", gl_info);
2203
2204     ENTER_GL();
2205
2206     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2207     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2208     if (!gl_renderer_str)
2209     {
2210         LEAVE_GL();
2211         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2212         return FALSE;
2213     }
2214
2215     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2216     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2217     if (!gl_vendor_str)
2218     {
2219         LEAVE_GL();
2220         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2221         return FALSE;
2222     }
2223
2224     /* Parse the GL_VERSION field into major and minor information */
2225     gl_version_str = (const char *)glGetString(GL_VERSION);
2226     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2227     if (!gl_version_str)
2228     {
2229         LEAVE_GL();
2230         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2231         return FALSE;
2232     }
2233     gl_version = wined3d_parse_gl_version(gl_version_str);
2234
2235     /*
2236      * Initialize openGL extension related variables
2237      *  with Default values
2238      */
2239     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2240     gl_info->limits.blends = 1;
2241     gl_info->limits.buffers = 1;
2242     gl_info->limits.textures = 1;
2243     gl_info->limits.fragment_samplers = 1;
2244     gl_info->limits.vertex_samplers = 0;
2245     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2246     gl_info->limits.sampler_stages = 1;
2247     gl_info->limits.glsl_vs_float_constants = 0;
2248     gl_info->limits.glsl_ps_float_constants = 0;
2249     gl_info->limits.arb_vs_float_constants = 0;
2250     gl_info->limits.arb_vs_native_constants = 0;
2251     gl_info->limits.arb_vs_instructions = 0;
2252     gl_info->limits.arb_vs_temps = 0;
2253     gl_info->limits.arb_ps_float_constants = 0;
2254     gl_info->limits.arb_ps_local_constants = 0;
2255     gl_info->limits.arb_ps_instructions = 0;
2256     gl_info->limits.arb_ps_temps = 0;
2257
2258     /* Retrieve opengl defaults */
2259     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2260     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2261     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2262
2263     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2264     gl_info->limits.lights = gl_max;
2265     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2266
2267     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2268     gl_info->limits.texture_size = gl_max;
2269     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2270
2271     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2272     gl_info->limits.pointsize_min = gl_floatv[0];
2273     gl_info->limits.pointsize_max = gl_floatv[1];
2274     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2275
2276     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2277     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2278     if (!GL_Extensions)
2279     {
2280         LEAVE_GL();
2281         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2282         return FALSE;
2283     }
2284
2285     LEAVE_GL();
2286
2287     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2288
2289     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2290
2291     while (*GL_Extensions)
2292     {
2293         const char *start;
2294
2295         while (isspace(*GL_Extensions)) ++GL_Extensions;
2296         start = GL_Extensions;
2297         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2298
2299         len = GL_Extensions - start;
2300         if (!len) continue;
2301
2302         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2303
2304         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2305         {
2306             if (len == strlen(EXTENSION_MAP[i].extension_string)
2307                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2308             {
2309                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2310                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2311                 break;
2312             }
2313         }
2314     }
2315
2316     /* Now work out what GL support this card really has */
2317     load_gl_funcs( gl_info, gl_version );
2318
2319     ENTER_GL();
2320
2321     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2322      * loading the functions, otherwise the code above will load the extension entry points instead of the
2323      * core functions, which may not work. */
2324     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2325     {
2326         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2327                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2328         {
2329             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2330             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2331         }
2332     }
2333
2334     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2335
2336     if (gl_info->supported[APPLE_FENCE])
2337     {
2338         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2339          * The apple extension interacts with some other apple exts. Disable the NV
2340          * extension if the apple one is support to prevent confusion in other parts
2341          * of the code. */
2342         gl_info->supported[NV_FENCE] = FALSE;
2343     }
2344     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2345     {
2346         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2347          *
2348          * The enums are the same:
2349          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2350          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2351          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2352          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2353          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2354          */
2355         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2356         {
2357             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2358             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2359         }
2360         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2361         {
2362             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2363             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2364         }
2365     }
2366     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2367     {
2368         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2369          * functionality. Prefer the ARB extension */
2370         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2371     }
2372     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2373     {
2374         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2375         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2376     }
2377     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2378     {
2379         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2380         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2381     }
2382     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2383     {
2384         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2385         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2386     }
2387     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2388     {
2389         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2390         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2391     }
2392     if (gl_info->supported[NV_TEXTURE_SHADER2])
2393     {
2394         if (gl_info->supported[NV_REGISTER_COMBINERS])
2395         {
2396             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2397              * are supported. The nv extensions provide the same functionality as the
2398              * ATI one, and a bit more(signed pixelformats). */
2399             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2400         }
2401     }
2402
2403     if (gl_info->supported[NV_REGISTER_COMBINERS])
2404     {
2405         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2406         gl_info->limits.general_combiners = gl_max;
2407         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2408     }
2409     if (gl_info->supported[ARB_DRAW_BUFFERS])
2410     {
2411         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2412         gl_info->limits.buffers = gl_max;
2413         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2414     }
2415     if (gl_info->supported[ARB_MULTITEXTURE])
2416     {
2417         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2418         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2419         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2420
2421         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2422         {
2423             GLint tmp;
2424             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2425             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2426         }
2427         else
2428         {
2429             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2430         }
2431         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2432
2433         if (gl_info->supported[ARB_VERTEX_SHADER])
2434         {
2435             GLint tmp;
2436             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2437             gl_info->limits.vertex_samplers = tmp;
2438             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2439             gl_info->limits.combined_samplers = tmp;
2440
2441             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2442              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2443              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2444              * shader is used with fixed function vertex processing we're fine too because fixed function
2445              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2446              * used we have to make sure that all vertex sampler setups are valid together with all
2447              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2448              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2449              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2450              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2451              * a fixed function pipeline anymore.
2452              *
2453              * So this is just a check to check that our assumption holds true. If not, write a warning
2454              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2455             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2456                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2457             {
2458                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2459                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2460                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2461                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2462                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2463                 else
2464                     gl_info->limits.vertex_samplers = 0;
2465             }
2466         }
2467         else
2468         {
2469             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2470         }
2471         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2472         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2473     }
2474     if (gl_info->supported[ARB_VERTEX_BLEND])
2475     {
2476         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2477         gl_info->limits.blends = gl_max;
2478         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2479     }
2480     if (gl_info->supported[EXT_TEXTURE3D])
2481     {
2482         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2483         gl_info->limits.texture3d_size = gl_max;
2484         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2485     }
2486     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2487     {
2488         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2489         gl_info->limits.anisotropy = gl_max;
2490         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2491     }
2492     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2493     {
2494         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2495         gl_info->limits.arb_ps_float_constants = gl_max;
2496         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2497         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2498         gl_info->limits.arb_ps_native_constants = gl_max;
2499         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2500                 gl_info->limits.arb_ps_native_constants);
2501         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2502         gl_info->limits.arb_ps_temps = gl_max;
2503         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2504         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2505         gl_info->limits.arb_ps_instructions = gl_max;
2506         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2507         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2508         gl_info->limits.arb_ps_local_constants = gl_max;
2509         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2510     }
2511     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2512     {
2513         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2514         gl_info->limits.arb_vs_float_constants = gl_max;
2515         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2516         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2517         gl_info->limits.arb_vs_native_constants = gl_max;
2518         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2519                 gl_info->limits.arb_vs_native_constants);
2520         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2521         gl_info->limits.arb_vs_temps = gl_max;
2522         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2523         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2524         gl_info->limits.arb_vs_instructions = gl_max;
2525         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2526
2527         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2528     }
2529     if (gl_info->supported[ARB_VERTEX_SHADER])
2530     {
2531         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2532         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2533         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2534     }
2535     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2536     {
2537         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2538         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2539         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2540         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2541         gl_info->limits.glsl_varyings = gl_max;
2542         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2543     }
2544     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2545     {
2546         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2547         unsigned int major, minor;
2548
2549         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2550
2551         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2552         sscanf(str, "%u.%u", &major, &minor);
2553         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2554     }
2555     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2556     {
2557         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2558     }
2559     else
2560     {
2561         gl_info->limits.shininess = 128.0f;
2562     }
2563     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2564     {
2565         /* If we have full NP2 texture support, disable
2566          * GL_ARB_texture_rectangle because we will never use it.
2567          * This saves a few redundant glDisable calls. */
2568         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2569     }
2570     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2571     {
2572         /* Disable NV_register_combiners and fragment shader if this is supported.
2573          * generally the NV extensions are preferred over the ATI ones, and this
2574          * extension is disabled if register_combiners and texture_shader2 are both
2575          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2576          * fragment processing support. */
2577         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2578         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2579         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2580         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2581     }
2582     if (gl_info->supported[NV_HALF_FLOAT])
2583     {
2584         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2585         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2586     }
2587     if (gl_info->supported[ARB_POINT_SPRITE])
2588     {
2589         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2590     }
2591     else
2592     {
2593         gl_info->limits.point_sprite_units = 0;
2594     }
2595     checkGLcall("extension detection");
2596
2597     LEAVE_GL();
2598
2599     adapter->fragment_pipe = select_fragment_implementation(adapter);
2600     adapter->shader_backend = select_shader_backend(adapter);
2601     adapter->blitter = select_blit_implementation(adapter);
2602
2603     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2604     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2605     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2606
2607     /* In some cases the number of texture stages can be larger than the number
2608      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2609      * shaders), but 8 texture stages (register combiners). */
2610     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2611
2612     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2613     {
2614         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2615         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2616         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2617         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2618         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2619         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2620         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2621         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2622         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2623         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2624         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2625         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2626         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2627         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2628         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2629         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2630         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2631         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2632         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2633     }
2634     else
2635     {
2636         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2637         {
2638             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2639             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2640             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2641             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2642             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2643             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2644             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2645             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2646             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2647             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2648             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2649             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2650             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2651             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2652             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2653             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2654             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2655         }
2656         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2657         {
2658             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2659             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2660         }
2661         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2662         {
2663             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2664         }
2665         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2666         {
2667             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2668         }
2669     }
2670
2671     /* MRTs are currently only supported when FBOs are used. */
2672     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2673     {
2674         gl_info->limits.buffers = 1;
2675     }
2676
2677     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2678     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2679     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2680
2681     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2682     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2683
2684     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2685     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2686             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2687     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2688     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2689             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2690     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2691             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2692
2693     /* Make sure there's an active HDC else the WGL extensions will fail */
2694     hdc = pwglGetCurrentDC();
2695     if (hdc) {
2696         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2697         if(GL_EXTCALL(wglGetExtensionsStringARB))
2698             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2699
2700         if (!WGL_Extensions)
2701         {
2702             ERR("   WGL_Extensions returns NULL\n");
2703         }
2704         else
2705         {
2706             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2707             while (*WGL_Extensions)
2708             {
2709                 const char *Start;
2710                 char ThisExtn[256];
2711
2712                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2713                 Start = WGL_Extensions;
2714                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2715
2716                 len = WGL_Extensions - Start;
2717                 if (!len || len >= sizeof(ThisExtn))
2718                     continue;
2719
2720                 memcpy(ThisExtn, Start, len);
2721                 ThisExtn[len] = '\0';
2722                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2723
2724                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2725                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2726                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2727                 }
2728                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2729                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2730                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2731                 }
2732                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2733                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2734                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2735                 }
2736             }
2737         }
2738     }
2739
2740     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2741     init_driver_info(driver_info, card_vendor, device);
2742     add_gl_compat_wrappers(gl_info);
2743
2744     return TRUE;
2745 }
2746
2747 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2748 {
2749     TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2750             wined3d, wined3d->adapter_count);
2751
2752     return wined3d->adapter_count;
2753 }
2754
2755 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2756 {
2757     FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2758
2759     return WINED3D_OK;
2760 }
2761
2762 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2763 {
2764     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2765
2766     if (adapter_idx >= wined3d->adapter_count)
2767         return NULL;
2768
2769     return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2770 }
2771
2772 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2773      of the same bpp but different resolutions                                  */
2774
2775 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2776 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2777         enum wined3d_format_id format_id)
2778 {
2779     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2780
2781     if (adapter_idx >= wined3d->adapter_count)
2782         return 0;
2783
2784     /* TODO: Store modes per adapter and read it from the adapter structure */
2785     if (!adapter_idx)
2786     {
2787         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2788         UINT format_bits = format->byte_count * CHAR_BIT;
2789         unsigned int i = 0;
2790         unsigned int j = 0;
2791         DEVMODEW mode;
2792
2793         memset(&mode, 0, sizeof(mode));
2794         mode.dmSize = sizeof(mode);
2795
2796         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2797         {
2798             ++j;
2799
2800             if (format_id == WINED3DFMT_UNKNOWN)
2801             {
2802                 /* This is for D3D8, do not enumerate P8 here */
2803                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2804             }
2805             else if (mode.dmBitsPerPel == format_bits)
2806             {
2807                 ++i;
2808             }
2809         }
2810
2811         TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2812
2813         return i;
2814     }
2815     else
2816     {
2817         FIXME_(d3d_caps)("Adapter not primary display.\n");
2818     }
2819
2820     return 0;
2821 }
2822
2823 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2824 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2825         enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2826 {
2827     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2828             wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2829
2830     /* Validate the parameters as much as possible */
2831     if (!mode || adapter_idx >= wined3d->adapter_count
2832             || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2833     {
2834         return WINED3DERR_INVALIDCALL;
2835     }
2836
2837     /* TODO: Store modes per adapter and read it from the adapter structure */
2838     if (!adapter_idx)
2839     {
2840         const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2841         UINT format_bits = format->byte_count * CHAR_BIT;
2842         DEVMODEW DevModeW;
2843         int ModeIdx = 0;
2844         UINT i = 0;
2845         int j = 0;
2846
2847         ZeroMemory(&DevModeW, sizeof(DevModeW));
2848         DevModeW.dmSize = sizeof(DevModeW);
2849
2850         /* If we are filtering to a specific format (D3D9), then need to skip
2851            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2852            just count through the ones with valid bit depths */
2853         while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2854         {
2855             if (format_id == WINED3DFMT_UNKNOWN)
2856             {
2857                 /* This is for D3D8, do not enumerate P8 here */
2858                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2859             }
2860             else if (DevModeW.dmBitsPerPel == format_bits)
2861             {
2862                 ++i;
2863             }
2864         }
2865
2866         if (!i)
2867         {
2868             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2869             return WINED3DERR_INVALIDCALL;
2870         }
2871         ModeIdx = j - 1;
2872
2873         /* Now get the display mode via the calculated index */
2874         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2875         {
2876             mode->Width = DevModeW.dmPelsWidth;
2877             mode->Height = DevModeW.dmPelsHeight;
2878             mode->RefreshRate = DEFAULT_REFRESH_RATE;
2879             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2880                 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2881
2882             if (format_id == WINED3DFMT_UNKNOWN)
2883                 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2884             else
2885                 mode->Format = format_id;
2886         }
2887         else
2888         {
2889             TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2890             return WINED3DERR_INVALIDCALL;
2891         }
2892
2893         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2894                 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2895                 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2896     }
2897     else
2898     {
2899         FIXME_(d3d_caps)("Adapter not primary display\n");
2900     }
2901
2902     return WINED3D_OK;
2903 }
2904
2905 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2906         WINED3DDISPLAYMODE *mode)
2907 {
2908     TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2909
2910     if (!mode || adapter_idx >= wined3d->adapter_count)
2911         return WINED3DERR_INVALIDCALL;
2912
2913     if (!adapter_idx)
2914     {
2915         DEVMODEW DevModeW;
2916         unsigned int bpp;
2917
2918         ZeroMemory(&DevModeW, sizeof(DevModeW));
2919         DevModeW.dmSize = sizeof(DevModeW);
2920
2921         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2922         mode->Width = DevModeW.dmPelsWidth;
2923         mode->Height = DevModeW.dmPelsHeight;
2924         bpp = DevModeW.dmBitsPerPel;
2925         mode->RefreshRate = DEFAULT_REFRESH_RATE;
2926         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2927             mode->RefreshRate = DevModeW.dmDisplayFrequency;
2928         mode->Format = pixelformat_for_depth(bpp);
2929     }
2930     else
2931     {
2932         FIXME_(d3d_caps)("Adapter not primary display\n");
2933     }
2934
2935     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2936           mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2937     return WINED3D_OK;
2938 }
2939
2940 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2941    and fields being inserted in the middle, a new structure is used in place    */
2942 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2943         UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2944 {
2945     const struct wined3d_adapter *adapter;
2946     size_t len;
2947
2948     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2949             wined3d, adapter_idx, flags, identifier);
2950
2951     if (adapter_idx >= wined3d->adapter_count)
2952         return WINED3DERR_INVALIDCALL;
2953
2954     adapter = &wined3d->adapters[adapter_idx];
2955
2956     /* Return the information requested */
2957     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2958
2959     if (identifier->driver_size)
2960     {
2961         const char *name = adapter->driver_info.name;
2962         len = min(strlen(name), identifier->driver_size - 1);
2963         memcpy(identifier->driver, name, len);
2964         identifier->driver[len] = '\0';
2965     }
2966
2967     if (identifier->description_size)
2968     {
2969         const char *description = adapter->driver_info.description;
2970         len = min(strlen(description), identifier->description_size - 1);
2971         memcpy(identifier->description, description, len);
2972         identifier->description[len] = '\0';
2973     }
2974
2975     /* Note that d3d8 doesn't supply a device name. */
2976     if (identifier->device_name_size)
2977     {
2978         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2979
2980         len = strlen(device_name);
2981         if (len >= identifier->device_name_size)
2982         {
2983             ERR("Device name size too small.\n");
2984             return WINED3DERR_INVALIDCALL;
2985         }
2986
2987         memcpy(identifier->device_name, device_name, len);
2988         identifier->device_name[len] = '\0';
2989     }
2990
2991     identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2992     identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2993     identifier->vendor_id = adapter->driver_info.vendor;
2994     identifier->device_id = adapter->driver_info.device;
2995     identifier->subsystem_id = 0;
2996     identifier->revision = 0;
2997     memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2998     identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2999     memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3000     identifier->video_memory = adapter->TextureRam;
3001
3002     return WINED3D_OK;
3003 }
3004
3005 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3006         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3007 {
3008     BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3009
3010     /* Float formats need FBOs. If FBOs are used this function isn't called */
3011     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3012
3013     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3014         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3015         {
3016             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3017             return FALSE;
3018         }
3019
3020         if(cfg->redSize < redSize)
3021             return FALSE;
3022
3023         if(cfg->greenSize < greenSize)
3024             return FALSE;
3025
3026         if(cfg->blueSize < blueSize)
3027             return FALSE;
3028
3029         if(cfg->alphaSize < alphaSize)
3030             return FALSE;
3031
3032         return TRUE;
3033     }
3034
3035     /* Probably a RGBA_float or color index mode */
3036     return FALSE;
3037 }
3038
3039 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3040         const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3041 {
3042     BYTE depthSize, stencilSize;
3043     BOOL lockable = FALSE;
3044
3045     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3046     {
3047         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3048         return FALSE;
3049     }
3050
3051     /* Float formats need FBOs. If FBOs are used this function isn't called */
3052     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3053
3054     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3055         lockable = TRUE;
3056
3057     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3058      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3059      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3060     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3061         return FALSE;
3062
3063     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3064      * allow more stencil bits than requested. */
3065     if(cfg->stencilSize < stencilSize)
3066         return FALSE;
3067
3068     return TRUE;
3069 }
3070
3071 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3072         UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3073         enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3074 {
3075     const struct wined3d_format *rt_format;
3076     const struct wined3d_format *ds_format;
3077     const struct wined3d_adapter *adapter;
3078
3079     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3080             "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3081             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3082             debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3083
3084     if (adapter_idx >= wined3d->adapter_count)
3085         return WINED3DERR_INVALIDCALL;
3086
3087     adapter = &wined3d->adapters[adapter_idx];
3088     rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3089     ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3090     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3091     {
3092         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3093                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3094         {
3095             TRACE_(d3d_caps)("Formats match.\n");
3096             return WINED3D_OK;
3097         }
3098     }
3099     else
3100     {
3101         const struct wined3d_pixel_format *cfgs;
3102         unsigned int cfg_count;
3103         unsigned int i;
3104
3105         cfgs = adapter->cfgs;
3106         cfg_count = adapter->nCfgs;
3107         for (i = 0; i < cfg_count; ++i)
3108         {
3109             if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3110                     && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3111             {
3112                 TRACE_(d3d_caps)("Formats match.\n");
3113                 return WINED3D_OK;
3114             }
3115         }
3116     }
3117
3118     TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3119             debug_d3dformat(render_target_format_id),
3120             debug_d3dformat(depth_stencil_format_id));
3121
3122     return WINED3DERR_NOTAVAILABLE;
3123 }
3124
3125 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3126         WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3127         WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3128 {
3129     const struct wined3d_adapter *adapter;
3130     const struct wined3d_format *format;
3131
3132     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3133             "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3134             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3135             windowed, multisample_type, quality_levels);
3136
3137     if (adapter_idx >= wined3d->adapter_count)
3138         return WINED3DERR_INVALIDCALL;
3139
3140     /* TODO: Handle windowed, add more quality levels. */
3141
3142     if (WINED3DMULTISAMPLE_NONE == multisample_type)
3143     {
3144         if (quality_levels) *quality_levels = 1;
3145         return WINED3D_OK;
3146     }
3147
3148     /* By default multisampling is disabled right now as it causes issues
3149      * on some Nvidia driver versions and it doesn't work well in combination
3150      * with FBOs yet. */
3151     if (!wined3d_settings.allow_multisampling)
3152         return WINED3DERR_NOTAVAILABLE;
3153
3154     adapter = &wined3d->adapters[adapter_idx];
3155     format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3156     if (!format) return WINED3DERR_INVALIDCALL;
3157
3158     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3159     {
3160         const struct wined3d_pixel_format *cfgs;
3161         unsigned int i, cfg_count;
3162
3163         cfgs = adapter->cfgs;
3164         cfg_count = adapter->nCfgs;
3165         for (i = 0; i < cfg_count; ++i)
3166         {
3167             if(cfgs[i].numSamples != multisample_type)
3168                 continue;
3169
3170             if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3171                 continue;
3172
3173             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3174                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3175
3176             if (quality_levels) *quality_levels = 1;
3177
3178             return WINED3D_OK;
3179         }
3180     }
3181     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3182     {
3183         BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3184         const struct wined3d_pixel_format *cfgs;
3185         unsigned int i, cfg_count;
3186
3187         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3188         {
3189             ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3190                     debug_d3dformat(surface_format_id));
3191             return WINED3DERR_NOTAVAILABLE;
3192         }
3193
3194         cfgs = adapter->cfgs;
3195         cfg_count = adapter->nCfgs;
3196         for (i = 0; i < cfg_count; ++i)
3197         {
3198             if(cfgs[i].numSamples != multisample_type)
3199                 continue;
3200             if(cfgs[i].redSize != redSize)
3201                 continue;
3202             if(cfgs[i].greenSize != greenSize)
3203                 continue;
3204             if(cfgs[i].blueSize != blueSize)
3205                 continue;
3206             /* Not all drivers report alpha-less formats since they use 32-bit
3207              * anyway, so accept alpha even if we didn't ask for it. */
3208             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3209                 continue;
3210             if (cfgs[i].colorSize != (format->byte_count << 3))
3211                 continue;
3212
3213             TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3214                     cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3215
3216             if (quality_levels) *quality_levels = 1;
3217
3218             return WINED3D_OK;
3219         }
3220     }
3221     return WINED3DERR_NOTAVAILABLE;
3222 }
3223
3224 /* Check if we support bumpmapping for a format */
3225 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3226 {
3227     /* Ask the fixed function pipeline implementation if it can deal
3228      * with the conversion. If we've got a GL extension giving native
3229      * support this will be an identity conversion. */
3230     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3231             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3232 }
3233
3234 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3235 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3236         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3237 {
3238     int it=0;
3239
3240     /* Only allow depth/stencil formats */
3241     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3242
3243     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3244     {
3245         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3246         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3247     }
3248     else
3249     {
3250         /* Walk through all WGL pixel formats to find a match */
3251         for (it = 0; it < adapter->nCfgs; ++it)
3252         {
3253             const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3254             if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3255                     && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3256                 return TRUE;
3257         }
3258     }
3259
3260     return FALSE;
3261 }
3262
3263 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3264 {
3265     /* The flags entry of a format contains the filtering capability */
3266     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3267
3268     return FALSE;
3269 }
3270
3271 /* Check the render target capabilities of a format */
3272 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3273         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3274 {
3275     /* Filter out non-RT formats */
3276     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3277     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3278     {
3279         BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3280         BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3281         const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3282         int it;
3283
3284         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3285         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3286
3287         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3288          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3289         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3290             TRACE_(d3d_caps)("[FAILED]\n");
3291             return FALSE;
3292         }
3293
3294         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3295          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3296         for (it = 0; it < adapter->nCfgs; ++it)
3297         {
3298             if (cfgs[it].windowDrawable
3299                     && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3300             {
3301                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3302                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3303                 return TRUE;
3304             }
3305         }
3306     }
3307     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3308     {
3309         /* For now return TRUE for FBOs until we have some proper checks.
3310          * Note that this function will only be called when the format is around for texturing. */
3311         return TRUE;
3312     }
3313     return FALSE;
3314 }
3315
3316 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3317 {
3318     return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3319 }
3320
3321 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3322 {
3323     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3324      * doing the color fixup in shaders.
3325      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3326     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3327     {
3328         int vs_selected_mode;
3329         int ps_selected_mode;
3330         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3331
3332         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3333             TRACE_(d3d_caps)("[OK]\n");
3334             return TRUE;
3335         }
3336     }
3337
3338     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3339     return FALSE;
3340 }
3341
3342 /* Check if a format support blending in combination with pixel shaders */
3343 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3344         const struct wined3d_format *format)
3345 {
3346     /* The flags entry of a format contains the post pixel shader blending capability */
3347     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3348
3349     return FALSE;
3350 }
3351
3352 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3353 {
3354     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3355      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3356      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3357      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3358      * capability anyway.
3359      *
3360      * For now lets report this on all formats, but in the future we may want to
3361      * restrict it to some should games need that
3362      */
3363     return TRUE;
3364 }
3365
3366 /* Check if a texture format is supported on the given adapter */
3367 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3368 {
3369     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3370
3371     switch (format->id)
3372     {
3373         /*****
3374          *  supported: RGB(A) formats
3375          */
3376         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3377         case WINED3DFMT_B8G8R8A8_UNORM:
3378         case WINED3DFMT_B8G8R8X8_UNORM:
3379         case WINED3DFMT_B5G6R5_UNORM:
3380         case WINED3DFMT_B5G5R5X1_UNORM:
3381         case WINED3DFMT_B5G5R5A1_UNORM:
3382         case WINED3DFMT_B4G4R4A4_UNORM:
3383         case WINED3DFMT_A8_UNORM:
3384         case WINED3DFMT_B4G4R4X4_UNORM:
3385         case WINED3DFMT_R8G8B8A8_UNORM:
3386         case WINED3DFMT_R8G8B8X8_UNORM:
3387         case WINED3DFMT_B10G10R10A2_UNORM:
3388         case WINED3DFMT_R10G10B10A2_UNORM:
3389         case WINED3DFMT_R16G16_UNORM:
3390             TRACE_(d3d_caps)("[OK]\n");
3391             return TRUE;
3392
3393         case WINED3DFMT_B2G3R3_UNORM:
3394             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3395             return FALSE;
3396
3397         /*****
3398          *  Not supported: Palettized
3399          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3400          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3401          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3402          */
3403         case WINED3DFMT_P8_UINT:
3404         case WINED3DFMT_P8_UINT_A8_UNORM:
3405             return FALSE;
3406
3407         /*****
3408          *  Supported: (Alpha)-Luminance
3409          */
3410         case WINED3DFMT_L8_UNORM:
3411         case WINED3DFMT_L8A8_UNORM:
3412         case WINED3DFMT_L16_UNORM:
3413             TRACE_(d3d_caps)("[OK]\n");
3414             return TRUE;
3415
3416         /* Not supported on Windows, thus disabled */
3417         case WINED3DFMT_L4A4_UNORM:
3418             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3419             return FALSE;
3420
3421         /*****
3422          *  Supported: Depth/Stencil formats
3423          */
3424         case WINED3DFMT_D16_LOCKABLE:
3425         case WINED3DFMT_D16_UNORM:
3426         case WINED3DFMT_S1_UINT_D15_UNORM:
3427         case WINED3DFMT_X8D24_UNORM:
3428         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3429         case WINED3DFMT_D24_UNORM_S8_UINT:
3430         case WINED3DFMT_S8_UINT_D24_FLOAT:
3431         case WINED3DFMT_D32_UNORM:
3432         case WINED3DFMT_D32_FLOAT:
3433             return TRUE;
3434
3435         case WINED3DFMT_INTZ:
3436             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3437                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3438                 return TRUE;
3439             return FALSE;
3440
3441         /*****
3442          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3443          *  GL_NV_texture_shader). Emulated by shaders
3444          */
3445         case WINED3DFMT_R8G8_SNORM:
3446         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3447         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3448         case WINED3DFMT_R8G8B8A8_SNORM:
3449         case WINED3DFMT_R16G16_SNORM:
3450             /* Ask the shader backend if it can deal with the conversion. If
3451              * we've got a GL extension giving native support this will be an
3452              * identity conversion. */
3453             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3454             {
3455                 TRACE_(d3d_caps)("[OK]\n");
3456                 return TRUE;
3457             }
3458             TRACE_(d3d_caps)("[FAILED]\n");
3459             return FALSE;
3460
3461         case WINED3DFMT_DXT1:
3462         case WINED3DFMT_DXT2:
3463         case WINED3DFMT_DXT3:
3464         case WINED3DFMT_DXT4:
3465         case WINED3DFMT_DXT5:
3466             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3467             {
3468                 TRACE_(d3d_caps)("[OK]\n");
3469                 return TRUE;
3470             }
3471             TRACE_(d3d_caps)("[FAILED]\n");
3472             return FALSE;
3473
3474
3475         /*****
3476          *  Odd formats - not supported
3477          */
3478         case WINED3DFMT_VERTEXDATA:
3479         case WINED3DFMT_R16_UINT:
3480         case WINED3DFMT_R32_UINT:
3481         case WINED3DFMT_R16G16B16A16_SNORM:
3482         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3483         case WINED3DFMT_R10G11B11_SNORM:
3484         case WINED3DFMT_R16:
3485         case WINED3DFMT_AL16:
3486             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3487             return FALSE;
3488
3489         /*****
3490          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3491          */
3492         case WINED3DFMT_R8G8_SNORM_Cx:
3493             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3494             return FALSE;
3495
3496         /* YUV formats */
3497         case WINED3DFMT_UYVY:
3498         case WINED3DFMT_YUY2:
3499             if (gl_info->supported[APPLE_YCBCR_422])
3500             {
3501                 TRACE_(d3d_caps)("[OK]\n");
3502                 return TRUE;
3503             }
3504             TRACE_(d3d_caps)("[FAILED]\n");
3505             return FALSE;
3506         case WINED3DFMT_YV12:
3507             TRACE_(d3d_caps)("[FAILED]\n");
3508             return FALSE;
3509
3510             /* Not supported */
3511         case WINED3DFMT_R16G16B16A16_UNORM:
3512         case WINED3DFMT_B2G3R3A8_UNORM:
3513             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3514             return FALSE;
3515
3516             /* Floating point formats */
3517         case WINED3DFMT_R16_FLOAT:
3518         case WINED3DFMT_R16G16_FLOAT:
3519         case WINED3DFMT_R16G16B16A16_FLOAT:
3520             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3521             {
3522                 TRACE_(d3d_caps)("[OK]\n");
3523                 return TRUE;
3524             }
3525             TRACE_(d3d_caps)("[FAILED]\n");
3526             return FALSE;
3527
3528         case WINED3DFMT_R32_FLOAT:
3529         case WINED3DFMT_R32G32_FLOAT:
3530         case WINED3DFMT_R32G32B32A32_FLOAT:
3531             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3532             {
3533                 TRACE_(d3d_caps)("[OK]\n");
3534                 return TRUE;
3535             }
3536             TRACE_(d3d_caps)("[FAILED]\n");
3537             return FALSE;
3538
3539         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3540          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3541          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3542          * We can do instancing with all shader versions, but we need vertex shaders.
3543          *
3544          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3545          * to enable instancing. WineD3D doesn't need that and just ignores it.
3546          *
3547          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3548          */
3549         case WINED3DFMT_INST:
3550             TRACE("ATI Instancing check hack\n");
3551             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3552             {
3553                 TRACE_(d3d_caps)("[OK]\n");
3554                 return TRUE;
3555             }
3556             TRACE_(d3d_caps)("[FAILED]\n");
3557             return FALSE;
3558
3559         /* Some weird FOURCC formats */
3560         case WINED3DFMT_R8G8_B8G8:
3561         case WINED3DFMT_G8R8_G8B8:
3562         case WINED3DFMT_MULTI2_ARGB8:
3563             TRACE_(d3d_caps)("[FAILED]\n");
3564             return FALSE;
3565
3566         /* Vendor specific formats */
3567         case WINED3DFMT_ATI2N:
3568             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3569                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3570             {
3571                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3572                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3573                 {
3574                     TRACE_(d3d_caps)("[OK]\n");
3575                     return TRUE;
3576                 }
3577
3578                 TRACE_(d3d_caps)("[OK]\n");
3579                 return TRUE;
3580             }
3581             TRACE_(d3d_caps)("[FAILED]\n");
3582             return FALSE;
3583
3584         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3585          * format MAKEFOURCC('N','V','D','B') is used.
3586          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3587          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3588          * to test value.
3589          */
3590         case WINED3DFMT_NVDB:
3591             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3592             {
3593                 TRACE_(d3d_caps)("[OK]\n");
3594                 return TRUE;
3595             }
3596             TRACE_(d3d_caps)("[FAILED]\n");
3597             return FALSE;
3598
3599         case WINED3DFMT_NVHU:
3600         case WINED3DFMT_NVHS:
3601             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3602              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3603              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3604              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3605              * Applications have to deal with not having NVHS and NVHU.
3606              */
3607             TRACE_(d3d_caps)("[FAILED]\n");
3608             return FALSE;
3609
3610         case WINED3DFMT_NULL:
3611             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3612                 return TRUE;
3613             return FALSE;
3614
3615         case WINED3DFMT_UNKNOWN:
3616             return FALSE;
3617
3618         default:
3619             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3620             break;
3621     }
3622     return FALSE;
3623 }
3624
3625 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3626         const struct wined3d_format *adapter_format,
3627         const struct wined3d_format *check_format,
3628         WINED3DSURFTYPE SurfaceType)
3629 {
3630     if (SurfaceType == SURFACE_GDI)
3631     {
3632         switch (check_format->id)
3633         {
3634             case WINED3DFMT_B8G8R8_UNORM:
3635             case WINED3DFMT_B8G8R8A8_UNORM:
3636             case WINED3DFMT_B8G8R8X8_UNORM:
3637             case WINED3DFMT_B5G6R5_UNORM:
3638             case WINED3DFMT_B5G5R5X1_UNORM:
3639             case WINED3DFMT_B5G5R5A1_UNORM:
3640             case WINED3DFMT_B4G4R4A4_UNORM:
3641             case WINED3DFMT_B2G3R3_UNORM:
3642             case WINED3DFMT_A8_UNORM:
3643             case WINED3DFMT_B2G3R3A8_UNORM:
3644             case WINED3DFMT_B4G4R4X4_UNORM:
3645             case WINED3DFMT_R10G10B10A2_UNORM:
3646             case WINED3DFMT_R8G8B8A8_UNORM:
3647             case WINED3DFMT_R8G8B8X8_UNORM:
3648             case WINED3DFMT_R16G16_UNORM:
3649             case WINED3DFMT_B10G10R10A2_UNORM:
3650             case WINED3DFMT_R16G16B16A16_UNORM:
3651             case WINED3DFMT_P8_UINT:
3652                 TRACE_(d3d_caps)("[OK]\n");
3653                 return TRUE;
3654             default:
3655                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3656                 return FALSE;
3657         }
3658     }
3659
3660     /* All format that are supported for textures are supported for surfaces as well */
3661     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3662     /* All depth stencil formats are supported on surfaces */
3663     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3664
3665     /* If opengl can't process the format natively, the blitter may be able to convert it */
3666     if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3667             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3668             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3669     {
3670         TRACE_(d3d_caps)("[OK]\n");
3671         return TRUE;
3672     }
3673
3674     /* Reject other formats */
3675     TRACE_(d3d_caps)("[FAILED]\n");
3676     return FALSE;
3677 }
3678
3679 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3680         const struct wined3d_format *format)
3681 {
3682     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3683 }
3684
3685 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3686         WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3687         WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3688 {
3689     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3690     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3691     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3692     const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3693     DWORD usage_caps = 0;
3694
3695     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3696             "resource_type %s, check_format %s, surface_type %#x.\n",
3697             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3698             debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3699             debug_d3dformat(check_format_id), surface_type);
3700
3701     if (adapter_idx >= wined3d->adapter_count)
3702         return WINED3DERR_INVALIDCALL;
3703
3704     switch (resource_type)
3705     {
3706         case WINED3DRTYPE_CUBETEXTURE:
3707             /* Cubetexture allows:
3708              *      - WINED3DUSAGE_AUTOGENMIPMAP
3709              *      - WINED3DUSAGE_DEPTHSTENCIL
3710              *      - WINED3DUSAGE_DYNAMIC
3711              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3712              *      - WINED3DUSAGE_RENDERTARGET
3713              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3714              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3715              */
3716             if (surface_type != SURFACE_OPENGL)
3717             {
3718                 TRACE_(d3d_caps)("[FAILED]\n");
3719                 return WINED3DERR_NOTAVAILABLE;
3720             }
3721
3722             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3723             {
3724                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3725                 return WINED3DERR_NOTAVAILABLE;
3726             }
3727
3728             if (!CheckTextureCapability(adapter, format))
3729             {
3730                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3731                 return WINED3DERR_NOTAVAILABLE;
3732             }
3733
3734             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3735             {
3736                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3737                     /* When autogenmipmap isn't around continue and return
3738                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3739                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3740                 else
3741                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3742             }
3743
3744             /* Always report dynamic locking. */
3745             if (usage & WINED3DUSAGE_DYNAMIC)
3746                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3747
3748             if (usage & WINED3DUSAGE_RENDERTARGET)
3749             {
3750                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3751                 {
3752                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3753                     return WINED3DERR_NOTAVAILABLE;
3754                 }
3755                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3756             }
3757
3758             /* Always report software processing. */
3759             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3760                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3761
3762             if (usage & WINED3DUSAGE_QUERY_FILTER)
3763             {
3764                 if (!CheckFilterCapability(adapter, format))
3765                 {
3766                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3767                     return WINED3DERR_NOTAVAILABLE;
3768                 }
3769                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3770             }
3771
3772             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3773             {
3774                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3775                 {
3776                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3777                     return WINED3DERR_NOTAVAILABLE;
3778                 }
3779                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3780             }
3781
3782             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3783             {
3784                 if (!CheckSrgbReadCapability(adapter, format))
3785                 {
3786                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3787                     return WINED3DERR_NOTAVAILABLE;
3788                 }
3789                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3790             }
3791
3792             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3793             {
3794                 if (!CheckSrgbWriteCapability(adapter, format))
3795                 {
3796                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3797                     return WINED3DERR_NOTAVAILABLE;
3798                 }
3799                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3800             }
3801
3802             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3803             {
3804                 if (!CheckVertexTextureCapability(adapter, format))
3805                 {
3806                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3807                     return WINED3DERR_NOTAVAILABLE;
3808                 }
3809                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3810             }
3811
3812             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3813             {
3814                 if (!CheckWrapAndMipCapability(adapter, format))
3815                 {
3816                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3817                     return WINED3DERR_NOTAVAILABLE;
3818                 }
3819                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3820             }
3821             break;
3822
3823         case WINED3DRTYPE_SURFACE:
3824             /* Surface allows:
3825              *      - WINED3DUSAGE_DEPTHSTENCIL
3826              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3827              *      - WINED3DUSAGE_RENDERTARGET
3828              */
3829             if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3830             {
3831                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3832                 return WINED3DERR_NOTAVAILABLE;
3833             }
3834
3835             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3836             {
3837                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3838                 {
3839                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3840                     return WINED3DERR_NOTAVAILABLE;
3841                 }
3842                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3843             }
3844
3845             if (usage & WINED3DUSAGE_RENDERTARGET)
3846             {
3847                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3848                 {
3849                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3850                     return WINED3DERR_NOTAVAILABLE;
3851                 }
3852                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3853             }
3854
3855             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3856             {
3857                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3858                 {
3859                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3860                     return WINED3DERR_NOTAVAILABLE;
3861                 }
3862                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3863             }
3864             break;
3865
3866         case WINED3DRTYPE_TEXTURE:
3867             /* Texture allows:
3868              *      - WINED3DUSAGE_AUTOGENMIPMAP
3869              *      - WINED3DUSAGE_DEPTHSTENCIL
3870              *      - WINED3DUSAGE_DMAP
3871              *      - WINED3DUSAGE_DYNAMIC
3872              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3873              *      - WINED3DUSAGE_RENDERTARGET
3874              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3875              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3876              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3877              */
3878             if (surface_type != SURFACE_OPENGL)
3879             {
3880                 TRACE_(d3d_caps)("[FAILED]\n");
3881                 return WINED3DERR_NOTAVAILABLE;
3882             }
3883
3884             if (!CheckTextureCapability(adapter, format))
3885             {
3886                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3887                 return WINED3DERR_NOTAVAILABLE;
3888             }
3889
3890             if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3891             {
3892                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3893                     /* When autogenmipmap isn't around continue and return
3894                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3895                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3896                 else
3897                     usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3898             }
3899
3900             /* Always report dynamic locking. */
3901             if (usage & WINED3DUSAGE_DYNAMIC)
3902                 usage_caps |= WINED3DUSAGE_DYNAMIC;
3903
3904             if (usage & WINED3DUSAGE_RENDERTARGET)
3905             {
3906                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3907                 {
3908                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3909                     return WINED3DERR_NOTAVAILABLE;
3910                 }
3911                 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3912             }
3913
3914             /* Always report software processing. */
3915             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3916                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3917
3918             if (usage & WINED3DUSAGE_QUERY_FILTER)
3919             {
3920                 if (!CheckFilterCapability(adapter, format))
3921                 {
3922                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3923                     return WINED3DERR_NOTAVAILABLE;
3924                 }
3925                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3926             }
3927
3928             if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3929             {
3930                 if (!CheckBumpMapCapability(adapter, format))
3931                 {
3932                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3933                     return WINED3DERR_NOTAVAILABLE;
3934                 }
3935                 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3936             }
3937
3938             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3939             {
3940                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3941                 {
3942                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3943                     return WINED3DERR_NOTAVAILABLE;
3944                 }
3945                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3946             }
3947
3948             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3949             {
3950                 if (!CheckSrgbReadCapability(adapter, format))
3951                 {
3952                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3953                     return WINED3DERR_NOTAVAILABLE;
3954                 }
3955                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3956             }
3957
3958             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3959             {
3960                 if (!CheckSrgbWriteCapability(adapter, format))
3961                 {
3962                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3963                     return WINED3DERR_NOTAVAILABLE;
3964                 }
3965                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3966             }
3967
3968             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3969             {
3970                 if (!CheckVertexTextureCapability(adapter, format))
3971                 {
3972                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3973                     return WINED3DERR_NOTAVAILABLE;
3974                 }
3975                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3976             }
3977
3978             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3979             {
3980                 if (!CheckWrapAndMipCapability(adapter, format))
3981                 {
3982                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3983                     return WINED3DERR_NOTAVAILABLE;
3984                 }
3985                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3986             }
3987
3988             if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3989             {
3990                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3991                 {
3992                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3993                     return WINED3DERR_NOTAVAILABLE;
3994                 }
3995                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3996                 {
3997                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3998                     return WINED3DERR_NOTAVAILABLE;
3999                 }
4000                 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4001             }
4002             break;
4003
4004         case WINED3DRTYPE_VOLUMETEXTURE:
4005         case WINED3DRTYPE_VOLUME:
4006             /* Volume is to VolumeTexture what Surface is to Texture, but its
4007              * usage caps are not documented. Most driver seem to offer
4008              * (nearly) the same on Volume and VolumeTexture, so do that too.
4009              *
4010              * Volumetexture allows:
4011              *      - D3DUSAGE_DYNAMIC
4012              *      - D3DUSAGE_NONSECURE (d3d9ex)
4013              *      - D3DUSAGE_SOFTWAREPROCESSING
4014              *      - D3DUSAGE_QUERY_WRAPANDMIP
4015              */
4016             if (surface_type != SURFACE_OPENGL)
4017             {
4018                 TRACE_(d3d_caps)("[FAILED]\n");
4019                 return WINED3DERR_NOTAVAILABLE;
4020             }
4021
4022             if (!gl_info->supported[EXT_TEXTURE3D])
4023             {
4024                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4025                 return WINED3DERR_NOTAVAILABLE;
4026             }
4027
4028             if (!CheckTextureCapability(adapter, format))
4029             {
4030                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4031                 return WINED3DERR_NOTAVAILABLE;
4032             }
4033
4034             /* Filter formats that need conversion; For one part, this
4035              * conversion is unimplemented, and volume textures are huge, so
4036              * it would be a big performance hit. Unless we hit an application
4037              * needing one of those formats, don't advertize them to avoid
4038              * leading applications into temptation. The windows drivers don't
4039              * support most of those formats on volumes anyway, except for
4040              * WINED3DFMT_R32_FLOAT. */
4041             switch (check_format_id)
4042             {
4043                 case WINED3DFMT_P8_UINT:
4044                 case WINED3DFMT_L4A4_UNORM:
4045                 case WINED3DFMT_R32_FLOAT:
4046                 case WINED3DFMT_R16_FLOAT:
4047                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4048                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4049                 case WINED3DFMT_R16G16_UNORM:
4050                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4051                     return WINED3DERR_NOTAVAILABLE;
4052
4053                 case WINED3DFMT_R8G8B8A8_SNORM:
4054                 case WINED3DFMT_R16G16_SNORM:
4055                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4056                     {
4057                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4058                         return WINED3DERR_NOTAVAILABLE;
4059                     }
4060                     break;
4061
4062                 case WINED3DFMT_R8G8_SNORM:
4063                     if (!gl_info->supported[NV_TEXTURE_SHADER])
4064                     {
4065                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4066                         return WINED3DERR_NOTAVAILABLE;
4067                     }
4068                     break;
4069
4070                 case WINED3DFMT_DXT1:
4071                 case WINED3DFMT_DXT2:
4072                 case WINED3DFMT_DXT3:
4073                 case WINED3DFMT_DXT4:
4074                 case WINED3DFMT_DXT5:
4075                     /* The GL_EXT_texture_compression_s3tc spec requires that
4076                      * loading an s3tc compressed texture results in an error.
4077                      * While the D3D refrast does support s3tc volumes, at
4078                      * least the nvidia windows driver does not, so we're free
4079                      * not to support this format. */
4080                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4081                     return WINED3DERR_NOTAVAILABLE;
4082
4083                 default:
4084                     /* Do nothing, continue with checking the format below */
4085                     break;
4086             }
4087
4088             /* Always report dynamic locking. */
4089             if (usage & WINED3DUSAGE_DYNAMIC)
4090                 usage_caps |= WINED3DUSAGE_DYNAMIC;
4091
4092             /* Always report software processing. */
4093             if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4094                 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4095
4096             if (usage & WINED3DUSAGE_QUERY_FILTER)
4097             {
4098                 if (!CheckFilterCapability(adapter, format))
4099                 {
4100                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4101                     return WINED3DERR_NOTAVAILABLE;
4102                 }
4103                 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4104             }
4105
4106             if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4107             {
4108                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4109                 {
4110                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4111                     return WINED3DERR_NOTAVAILABLE;
4112                 }
4113                 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4114             }
4115
4116             if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4117             {
4118                 if (!CheckSrgbReadCapability(adapter, format))
4119                 {
4120                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4121                     return WINED3DERR_NOTAVAILABLE;
4122                 }
4123                 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4124             }
4125
4126             if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4127             {
4128                 if (!CheckSrgbWriteCapability(adapter, format))
4129                 {
4130                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4131                     return WINED3DERR_NOTAVAILABLE;
4132                 }
4133                 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4134             }
4135
4136             if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4137             {
4138                 if (!CheckVertexTextureCapability(adapter, format))
4139                 {
4140                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4141                     return WINED3DERR_NOTAVAILABLE;
4142                 }
4143                 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4144             }
4145
4146             if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4147             {
4148                 if (!CheckWrapAndMipCapability(adapter, format))
4149                 {
4150                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4151                     return WINED3DERR_NOTAVAILABLE;
4152                 }
4153                 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4154             }
4155             break;
4156
4157         default:
4158             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4159             return WINED3DERR_NOTAVAILABLE;
4160     }
4161
4162     /* When the usage_caps exactly matches usage return WINED3D_OK except for
4163      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4164      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4165     if (usage_caps == usage)
4166         return WINED3D_OK;
4167     if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4168         return WINED3DOK_NOAUTOGEN;
4169
4170     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4171             usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4172
4173     return WINED3DERR_NOTAVAILABLE;
4174 }
4175
4176 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4177         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4178 {
4179     FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4180             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4181             debug_d3dformat(dst_format));
4182
4183     return WINED3D_OK;
4184 }
4185
4186 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4187         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4188 {
4189     UINT mode_count;
4190     HRESULT hr;
4191
4192     TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4193             wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4194             debug_d3dformat(backbuffer_format), windowed);
4195
4196     if (adapter_idx >= wined3d->adapter_count)
4197         return WINED3DERR_INVALIDCALL;
4198
4199     /* The task of this function is to check whether a certain display / backbuffer format
4200      * combination is available on the given adapter. In fullscreen mode microsoft specified
4201      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4202      * and display format should match exactly.
4203      * In windowed mode format conversion can occur and this depends on the driver. When format
4204      * conversion is done, this function should nevertheless fail and applications need to use
4205      * CheckDeviceFormatConversion.
4206      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4207
4208     /* There are only 4 display formats. */
4209     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4210             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4211             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4212             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4213     {
4214         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4215         return WINED3DERR_NOTAVAILABLE;
4216     }
4217
4218     /* If the requested display format is not available, don't continue. */
4219     mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4220     if (!mode_count)
4221     {
4222         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4223         return WINED3DERR_NOTAVAILABLE;
4224     }
4225
4226     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4227      * it means 'reuse' the display format for the backbuffer. */
4228     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4229     {
4230         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4231         return WINED3DERR_NOTAVAILABLE;
4232     }
4233
4234     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4235      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4236     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4237     {
4238         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4239                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4240         return WINED3DERR_NOTAVAILABLE;
4241     }
4242
4243     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4244      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4245      * WINED3DFMT_B5G5R5A1_UNORM. */
4246     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4247             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4248     {
4249         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4250                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4251         return WINED3DERR_NOTAVAILABLE;
4252     }
4253
4254     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4255      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4256      * WINED3DFMT_B8G8R8A8_UNORM. */
4257     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4258             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4259     {
4260         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4261                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4262         return WINED3DERR_NOTAVAILABLE;
4263     }
4264
4265     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4266      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4267     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4268             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4269     {
4270         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4271                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4272         return WINED3DERR_NOTAVAILABLE;
4273     }
4274
4275     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4276     hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4277             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4278     if (FAILED(hr))
4279         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4280                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4281
4282     return hr;
4283 }
4284
4285 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4286       subset of a D3DCAPS9 structure. However, it has to come via a void *
4287       as the d3d8 interface cannot import the d3d9 header                  */
4288 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4289         WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4290 {
4291     const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4292     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4293     int vs_selected_mode;
4294     int ps_selected_mode;
4295     struct shader_caps shader_caps;
4296     struct fragment_caps fragment_caps;
4297     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4298
4299     TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4300             wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4301
4302     if (adapter_idx >= wined3d->adapter_count)
4303         return WINED3DERR_INVALIDCALL;
4304
4305     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4306
4307     /* ------------------------------------------------
4308        The following fields apply to both d3d8 and d3d9
4309        ------------------------------------------------ */
4310     /* Not quite true, but use h/w supported by opengl I suppose */
4311     caps->DeviceType               = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4312     caps->AdapterOrdinal           = adapter_idx;
4313
4314     caps->Caps                     = 0;
4315     caps->Caps2                    = WINED3DCAPS2_CANRENDERWINDOWED |
4316                                      WINED3DCAPS2_FULLSCREENGAMMA |
4317                                      WINED3DCAPS2_DYNAMICTEXTURES;
4318     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4319         caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4320
4321     caps->Caps3                    = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4322                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4323                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4324
4325     caps->PresentationIntervals    = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4326                                      WINED3DPRESENT_INTERVAL_ONE;
4327
4328     caps->CursorCaps               = WINED3DCURSORCAPS_COLOR            |
4329                                      WINED3DCURSORCAPS_LOWRES;
4330
4331     caps->DevCaps                  = WINED3DDEVCAPS_FLOATTLVERTEX       |
4332                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4333                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4334                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4335                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4336                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4337                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4338                                      WINED3DDEVCAPS_PUREDEVICE          |
4339                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4340                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4341                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4342                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4343                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4344                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4345                                      WINED3DDEVCAPS_RTPATCHES;
4346
4347     caps->PrimitiveMiscCaps        = WINED3DPMISCCAPS_CULLNONE              |
4348                                      WINED3DPMISCCAPS_CULLCCW               |
4349                                      WINED3DPMISCCAPS_CULLCW                |
4350                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4351                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4352                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4353                                      WINED3DPMISCCAPS_MASKZ                 |
4354                                      WINED3DPMISCCAPS_BLENDOP               |
4355                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4356                                     /* TODO:
4357                                         WINED3DPMISCCAPS_NULLREFERENCE
4358                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4359                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4360                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4361
4362     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4363         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4364     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4365         caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4366
4367     caps->RasterCaps               = WINED3DPRASTERCAPS_DITHER    |
4368                                      WINED3DPRASTERCAPS_PAT       |
4369                                      WINED3DPRASTERCAPS_WFOG      |
4370                                      WINED3DPRASTERCAPS_ZFOG      |
4371                                      WINED3DPRASTERCAPS_FOGVERTEX |
4372                                      WINED3DPRASTERCAPS_FOGTABLE  |
4373                                      WINED3DPRASTERCAPS_STIPPLE   |
4374                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4375                                      WINED3DPRASTERCAPS_ZTEST     |
4376                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4377                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4378                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4379
4380     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4381     {
4382         caps->RasterCaps  |= WINED3DPRASTERCAPS_ANISOTROPY    |
4383                              WINED3DPRASTERCAPS_ZBIAS         |
4384                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4385     }
4386     if (gl_info->supported[NV_FOG_DISTANCE])
4387     {
4388         caps->RasterCaps          |= WINED3DPRASTERCAPS_FOGRANGE;
4389     }
4390                         /* FIXME Add:
4391                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4392                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4393                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4394                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4395                            WINED3DPRASTERCAPS_WBUFFER */
4396
4397     caps->ZCmpCaps =  WINED3DPCMPCAPS_ALWAYS       |
4398                       WINED3DPCMPCAPS_EQUAL        |
4399                       WINED3DPCMPCAPS_GREATER      |
4400                       WINED3DPCMPCAPS_GREATEREQUAL |
4401                       WINED3DPCMPCAPS_LESS         |
4402                       WINED3DPCMPCAPS_LESSEQUAL    |
4403                       WINED3DPCMPCAPS_NEVER        |
4404                       WINED3DPCMPCAPS_NOTEQUAL;
4405
4406     caps->SrcBlendCaps  =  WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4407                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4408                            WINED3DPBLENDCAPS_DESTALPHA       |
4409                            WINED3DPBLENDCAPS_DESTCOLOR       |
4410                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4411                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4412                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4413                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4414                            WINED3DPBLENDCAPS_ONE             |
4415                            WINED3DPBLENDCAPS_SRCALPHA        |
4416                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4417                            WINED3DPBLENDCAPS_SRCCOLOR        |
4418                            WINED3DPBLENDCAPS_ZERO;
4419
4420     caps->DestBlendCaps =  WINED3DPBLENDCAPS_DESTALPHA       |
4421                            WINED3DPBLENDCAPS_DESTCOLOR       |
4422                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4423                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4424                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4425                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4426                            WINED3DPBLENDCAPS_ONE             |
4427                            WINED3DPBLENDCAPS_SRCALPHA        |
4428                            WINED3DPBLENDCAPS_SRCCOLOR        |
4429                            WINED3DPBLENDCAPS_ZERO;
4430     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4431      * according to the glBlendFunc manpage
4432      *
4433      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4434      * legacy settings for srcblend only
4435      */
4436
4437     if (gl_info->supported[EXT_BLEND_COLOR])
4438     {
4439         caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4440         caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4441     }
4442
4443
4444     caps->AlphaCmpCaps  = WINED3DPCMPCAPS_ALWAYS       |
4445                           WINED3DPCMPCAPS_EQUAL        |
4446                           WINED3DPCMPCAPS_GREATER      |
4447                           WINED3DPCMPCAPS_GREATEREQUAL |
4448                           WINED3DPCMPCAPS_LESS         |
4449                           WINED3DPCMPCAPS_LESSEQUAL    |
4450                           WINED3DPCMPCAPS_NEVER        |
4451                           WINED3DPCMPCAPS_NOTEQUAL;
4452
4453     caps->ShadeCaps      = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4454                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4455                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4456                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4457                            WINED3DPSHADECAPS_COLORFLATRGB       |
4458                            WINED3DPSHADECAPS_FOGFLAT            |
4459                            WINED3DPSHADECAPS_FOGGOURAUD         |
4460                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4461
4462     caps->TextureCaps   = WINED3DPTEXTURECAPS_ALPHA              |
4463                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4464                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4465                           WINED3DPTEXTURECAPS_BORDER             |
4466                           WINED3DPTEXTURECAPS_MIPMAP             |
4467                           WINED3DPTEXTURECAPS_PROJECTED          |
4468                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4469
4470     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4471     {
4472         caps->TextureCaps  |= WINED3DPTEXTURECAPS_POW2 |
4473                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4474     }
4475
4476     if (gl_info->supported[EXT_TEXTURE3D])
4477     {
4478         caps->TextureCaps  |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4479                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4480         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4481         {
4482             caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4483         }
4484     }
4485
4486     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4487     {
4488         caps->TextureCaps  |= WINED3DPTEXTURECAPS_CUBEMAP     |
4489                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4490         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4491         {
4492             caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4493         }
4494     }
4495
4496     caps->TextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4497                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4498                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4499                                WINED3DPTFILTERCAPS_MINFPOINT        |
4500                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4501                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4502                                WINED3DPTFILTERCAPS_LINEAR           |
4503                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4504                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4505                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4506                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4507                                WINED3DPTFILTERCAPS_NEAREST;
4508
4509     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4510     {
4511         caps->TextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4512                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4513     }
4514
4515     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4516     {
4517         caps->CubeTextureFilterCaps =  WINED3DPTFILTERCAPS_MAGFLINEAR       |
4518                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4519                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4520                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4521                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4522                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4523                                        WINED3DPTFILTERCAPS_LINEAR           |
4524                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4525                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4526                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4527                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4528                                        WINED3DPTFILTERCAPS_NEAREST;
4529
4530         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4531         {
4532             caps->CubeTextureFilterCaps  |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4533                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4534         }
4535     }
4536     else
4537     {
4538         caps->CubeTextureFilterCaps = 0;
4539     }
4540
4541     if (gl_info->supported[EXT_TEXTURE3D])
4542     {
4543         caps->VolumeTextureFilterCaps  = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4544                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4545                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4546                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4547                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4548                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4549                                          WINED3DPTFILTERCAPS_LINEAR           |
4550                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4551                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4552                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4553                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4554                                          WINED3DPTFILTERCAPS_NEAREST;
4555     }
4556     else
4557     {
4558         caps->VolumeTextureFilterCaps = 0;
4559     }
4560
4561     caps->TextureAddressCaps  =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4562                                  WINED3DPTADDRESSCAPS_CLAMP  |
4563                                  WINED3DPTADDRESSCAPS_WRAP;
4564
4565     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4566     {
4567         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4568     }
4569     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4570     {
4571         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4572     }
4573     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4574     {
4575         caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4576     }
4577
4578     if (gl_info->supported[EXT_TEXTURE3D])
4579     {
4580         caps->VolumeTextureAddressCaps =   WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4581                                            WINED3DPTADDRESSCAPS_CLAMP  |
4582                                            WINED3DPTADDRESSCAPS_WRAP;
4583         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4584         {
4585             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4586         }
4587         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4588         {
4589             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4590         }
4591         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4592         {
4593             caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4594         }
4595     }
4596     else
4597     {
4598         caps->VolumeTextureAddressCaps = 0;
4599     }
4600
4601     caps->LineCaps  = WINED3DLINECAPS_TEXTURE       |
4602                       WINED3DLINECAPS_ZTEST         |
4603                       WINED3DLINECAPS_BLEND         |
4604                       WINED3DLINECAPS_ALPHACMP      |
4605                       WINED3DLINECAPS_FOG;
4606     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4607      * idea how generating the smoothing alpha values works; the result is different
4608      */
4609
4610     caps->MaxTextureWidth = gl_info->limits.texture_size;
4611     caps->MaxTextureHeight = gl_info->limits.texture_size;
4612
4613     if (gl_info->supported[EXT_TEXTURE3D])
4614         caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4615     else
4616         caps->MaxVolumeExtent = 0;
4617
4618     caps->MaxTextureRepeat = 32768;
4619     caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4620     caps->MaxVertexW = 1.0f;
4621
4622     caps->GuardBandLeft = 0.0f;
4623     caps->GuardBandTop = 0.0f;
4624     caps->GuardBandRight = 0.0f;
4625     caps->GuardBandBottom = 0.0f;
4626
4627     caps->ExtentsAdjust = 0.0f;
4628
4629     caps->StencilCaps   = WINED3DSTENCILCAPS_DECRSAT |
4630                           WINED3DSTENCILCAPS_INCRSAT |
4631                           WINED3DSTENCILCAPS_INVERT  |
4632                           WINED3DSTENCILCAPS_KEEP    |
4633                           WINED3DSTENCILCAPS_REPLACE |
4634                           WINED3DSTENCILCAPS_ZERO;
4635     if (gl_info->supported[EXT_STENCIL_WRAP])
4636     {
4637         caps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4638                               WINED3DSTENCILCAPS_INCR;
4639     }
4640     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4641     {
4642         caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4643     }
4644
4645     caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4646
4647     caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4648     caps->MaxActiveLights = gl_info->limits.lights;
4649
4650     caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4651     caps->MaxVertexBlendMatrixIndex   = 0;
4652
4653     caps->MaxAnisotropy = gl_info->limits.anisotropy;
4654     caps->MaxPointSize = gl_info->limits.pointsize_max;
4655
4656
4657     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4658     caps->VertexProcessingCaps  = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4659                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4660                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4661                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4662                                   WINED3DVTXPCAPS_VERTEXFOG         |
4663                                   WINED3DVTXPCAPS_TEXGEN;
4664
4665     caps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4666     caps->MaxVertexIndex      = 0xFFFFF;
4667     caps->MaxStreams          = MAX_STREAMS;
4668     caps->MaxStreamStride     = 1024;
4669
4670     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4671     caps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4672                                               WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4673     caps->MaxNpatchTessellationLevel        = 0;
4674     caps->MasterAdapterOrdinal              = 0;
4675     caps->AdapterOrdinalInGroup             = 0;
4676     caps->NumberOfAdaptersInGroup           = 1;
4677
4678     caps->NumSimultaneousRTs = gl_info->limits.buffers;
4679
4680     caps->StretchRectFilterCaps               = WINED3DPTFILTERCAPS_MINFPOINT  |
4681                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4682                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4683                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4684     caps->VertexTextureFilterCaps             = 0;
4685
4686     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4687     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4688
4689     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4690     caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4691
4692     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4693      * Ignore shader model capabilities if disabled in config
4694      */
4695     if (vs_selected_mode == SHADER_NONE)
4696     {
4697         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4698         caps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4699         caps->MaxVertexShaderConst         = 0;
4700     }
4701     else
4702     {
4703         caps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4704         caps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4705     }
4706
4707     if (ps_selected_mode == SHADER_NONE)
4708     {
4709         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4710         caps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4711         caps->PixelShader1xMaxValue        = 0.0f;
4712     } else {
4713         caps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4714         caps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4715     }
4716
4717     caps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4718     caps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4719     caps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4720
4721     /* The following caps are shader specific, but they are things we cannot detect, or which
4722      * are the same among all shader models. So to avoid code duplication set the shader version
4723      * specific, but otherwise constant caps here
4724      */
4725     if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4726     {
4727         /* Where possible set the caps based on OpenGL extensions and if they
4728          * aren't set (in case of software rendering) use the VS 3.0 from
4729          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4730          * VS3.0 value. */
4731         caps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4732         /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4733         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4734         caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4735         /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4736         caps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4737
4738         caps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4739         caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4740     }
4741     else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4742     {
4743         caps->VS20Caps.Caps                     = 0;
4744         caps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4745         caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4746         caps->VS20Caps.StaticFlowControlDepth   = 1;
4747
4748         caps->MaxVShaderInstructionsExecuted    = 65535;
4749         caps->MaxVertexShader30InstructionSlots = 0;
4750     }
4751     else
4752     { /* VS 1.x */
4753         caps->VS20Caps.Caps                     = 0;
4754         caps->VS20Caps.DynamicFlowControlDepth  = 0;
4755         caps->VS20Caps.NumTemps                 = 0;
4756         caps->VS20Caps.StaticFlowControlDepth   = 0;
4757
4758         caps->MaxVShaderInstructionsExecuted    = 0;
4759         caps->MaxVertexShader30InstructionSlots = 0;
4760     }
4761
4762     if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4763     {
4764         /* Where possible set the caps based on OpenGL extensions and if they
4765          * aren't set (in case of software rendering) use the PS 3.0 from
4766          * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4767          * PS 3.0 value. */
4768
4769         /* Caps is more or less undocumented on MSDN but it appears to be
4770          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4771          * cards from Windows */
4772         caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4773                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4774                 WINED3DPS20CAPS_PREDICATION          |
4775                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4776                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4777         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4778         caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4779         caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4780         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4781         caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4782         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4783         caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4784
4785         caps->MaxPShaderInstructionsExecuted = 65535;
4786         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4787                 adapter->gl_info.limits.arb_ps_instructions);
4788     }
4789     else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4790     {
4791         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4792         caps->PS20Caps.Caps                     = 0;
4793         caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4794         caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4795         caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4796         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4797         caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4798
4799         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4800         caps->MaxPixelShader30InstructionSlots  = 0;
4801     }
4802     else /* PS 1.x */
4803     {
4804         caps->PS20Caps.Caps                     = 0;
4805         caps->PS20Caps.DynamicFlowControlDepth  = 0;
4806         caps->PS20Caps.NumTemps                 = 0;
4807         caps->PS20Caps.StaticFlowControlDepth   = 0;
4808         caps->PS20Caps.NumInstructionSlots      = 0;
4809
4810         caps->MaxPShaderInstructionsExecuted    = 0;
4811         caps->MaxPixelShader30InstructionSlots  = 0;
4812     }
4813
4814     if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4815     {
4816         /* OpenGL supports all the formats below, perhaps not always
4817          * without conversion, but it supports them.
4818          * Further GLSL doesn't seem to have an official unsigned type so
4819          * don't advertise it yet as I'm not sure how we handle it.
4820          * We might need to add some clamping in the shader engine to
4821          * support it.
4822          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4823         caps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4824                           WINED3DDTCAPS_UBYTE4N   |
4825                           WINED3DDTCAPS_SHORT2N   |
4826                           WINED3DDTCAPS_SHORT4N;
4827         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4828         {
4829             caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4830                                WINED3DDTCAPS_FLOAT16_4;
4831         }
4832     }
4833     else
4834     {
4835         caps->DeclTypes = 0;
4836     }
4837
4838     /* Set DirectDraw helper Caps */
4839     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4840                                         WINEDDCKEYCAPS_SRCBLT;
4841     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4842                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4843                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4844                                         WINEDDFXCAPS_BLTROTATION90          |
4845                                         WINEDDFXCAPS_BLTSHRINKX             |
4846                                         WINEDDFXCAPS_BLTSHRINKXN            |
4847                                         WINEDDFXCAPS_BLTSHRINKY             |
4848                                         WINEDDFXCAPS_BLTSHRINKXN            |
4849                                         WINEDDFXCAPS_BLTSTRETCHX            |
4850                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4851                                         WINEDDFXCAPS_BLTSTRETCHY            |
4852                                         WINEDDFXCAPS_BLTSTRETCHYN;
4853     blit_caps =                         WINEDDCAPS_BLT                      |
4854                                         WINEDDCAPS_BLTCOLORFILL             |
4855                                         WINEDDCAPS_BLTDEPTHFILL             |
4856                                         WINEDDCAPS_BLTSTRETCH               |
4857                                         WINEDDCAPS_CANBLTSYSMEM             |
4858                                         WINEDDCAPS_CANCLIP                  |
4859                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4860                                         WINEDDCAPS_COLORKEY                 |
4861                                         WINEDDCAPS_COLORKEYHWASSIST         |
4862                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4863     pal_caps =                          WINEDDPCAPS_8BIT                    |
4864                                         WINEDDPCAPS_PRIMARYSURFACE;
4865
4866     /* Fill the ddraw caps structure */
4867     caps->DirectDrawCaps.Caps =         WINEDDCAPS_GDI                      |
4868                                         WINEDDCAPS_PALETTE                  |
4869                                         blit_caps;
4870     caps->DirectDrawCaps.Caps2 =        WINEDDCAPS2_CERTIFIED                |
4871                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4872                                         WINEDDCAPS2_PRIMARYGAMMA             |
4873                                         WINEDDCAPS2_WIDESURFACES             |
4874                                         WINEDDCAPS2_CANRENDERWINDOWED;
4875     caps->DirectDrawCaps.CKeyCaps =     ckey_caps;
4876     caps->DirectDrawCaps.FXCaps =       fx_caps;
4877     caps->DirectDrawCaps.PalCaps =      pal_caps;
4878     caps->DirectDrawCaps.SVBCaps =      blit_caps;
4879     caps->DirectDrawCaps.SVBCKeyCaps =  ckey_caps;
4880     caps->DirectDrawCaps.SVBFXCaps =    fx_caps;
4881     caps->DirectDrawCaps.VSBCaps =      blit_caps;
4882     caps->DirectDrawCaps.VSBCKeyCaps =  ckey_caps;
4883     caps->DirectDrawCaps.VSBFXCaps =    fx_caps;
4884     caps->DirectDrawCaps.SSBCaps =      blit_caps;
4885     caps->DirectDrawCaps.SSBCKeyCaps =  ckey_caps;
4886     caps->DirectDrawCaps.SSBFXCaps =    fx_caps;
4887
4888     caps->DirectDrawCaps.ddsCaps =      WINEDDSCAPS_ALPHA                   |
4889                                         WINEDDSCAPS_BACKBUFFER              |
4890                                         WINEDDSCAPS_FLIP                    |
4891                                         WINEDDSCAPS_FRONTBUFFER             |
4892                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4893                                         WINEDDSCAPS_PALETTE                 |
4894                                         WINEDDSCAPS_PRIMARYSURFACE          |
4895                                         WINEDDSCAPS_SYSTEMMEMORY            |
4896                                         WINEDDSCAPS_VIDEOMEMORY             |
4897                                         WINEDDSCAPS_VISIBLE;
4898     caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4899
4900     /* Set D3D caps if OpenGL is available. */
4901     if (adapter->opengl)
4902     {
4903         caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE                |
4904                                         WINEDDSCAPS_MIPMAP                  |
4905                                         WINEDDSCAPS_TEXTURE                 |
4906                                         WINEDDSCAPS_ZBUFFER;
4907         caps->DirectDrawCaps.Caps |=    WINEDDCAPS_3D;
4908     }
4909
4910     return WINED3D_OK;
4911 }
4912
4913 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4914         HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4915         struct wined3d_device **device)
4916 {
4917     struct wined3d_device *object;
4918     HRESULT hr;
4919
4920     TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4921             wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4922
4923     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4924      * number and create a device without a 3D adapter for 2D only operation. */
4925     if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4926         return WINED3DERR_INVALIDCALL;
4927
4928     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4929     if (!object)
4930     {
4931         ERR("Failed to allocate device memory.\n");
4932         return E_OUTOFMEMORY;
4933     }
4934
4935     hr = device_init(object, wined3d, adapter_idx, device_type,
4936             focus_window, flags, surface_alignment, device_parent);
4937     if (FAILED(hr))
4938     {
4939         WARN("Failed to initialize device, hr %#x.\n", hr);
4940         HeapFree(GetProcessHeap(), 0, object);
4941         return hr;
4942     }
4943
4944     TRACE("Created device %p.\n", object);
4945     *device = object;
4946
4947     device_parent->ops->wined3d_device_created(device_parent, *device);
4948
4949     return WINED3D_OK;
4950 }
4951
4952 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4953 {
4954     TRACE("wined3d %p.\n", wined3d);
4955
4956     return wined3d->parent;
4957 }
4958
4959 static void WINE_GLAPI invalid_func(const void *data)
4960 {
4961     ERR("Invalid vertex attribute function called\n");
4962     DebugBreak();
4963 }
4964
4965 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4966 {
4967     ERR("Invalid texcoord function called\n");
4968     DebugBreak();
4969 }
4970
4971 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4972  * the extension detection and are used in drawStridedSlow
4973  */
4974 static void WINE_GLAPI position_d3dcolor(const void *data)
4975 {
4976     DWORD pos = *((const DWORD *)data);
4977
4978     FIXME("Add a test for fixed function position from d3dcolor type\n");
4979     glVertex4s(D3DCOLOR_B_R(pos),
4980                D3DCOLOR_B_G(pos),
4981                D3DCOLOR_B_B(pos),
4982                D3DCOLOR_B_A(pos));
4983 }
4984
4985 static void WINE_GLAPI position_float4(const void *data)
4986 {
4987     const GLfloat *pos = data;
4988
4989     if (pos[3] != 0.0f && pos[3] != 1.0f)
4990     {
4991         float w = 1.0f / pos[3];
4992
4993         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4994     }
4995     else
4996     {
4997         glVertex3fv(pos);
4998     }
4999 }
5000
5001 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5002 {
5003     DWORD diffuseColor = *((const DWORD *)data);
5004
5005     glColor4ub(D3DCOLOR_B_R(diffuseColor),
5006                D3DCOLOR_B_G(diffuseColor),
5007                D3DCOLOR_B_B(diffuseColor),
5008                D3DCOLOR_B_A(diffuseColor));
5009 }
5010
5011 static void WINE_GLAPI specular_d3dcolor(const void *data)
5012 {
5013     DWORD specularColor = *((const DWORD *)data);
5014     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5015             D3DCOLOR_B_G(specularColor),
5016             D3DCOLOR_B_B(specularColor)};
5017
5018     specular_func_3ubv(d);
5019 }
5020
5021 static void WINE_GLAPI warn_no_specular_func(const void *data)
5022 {
5023     WARN("GL_EXT_secondary_color not supported\n");
5024 }
5025
5026 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5027 {
5028     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5029     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5030     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
5031     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
5032     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
5033     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5034     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5035     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
5036     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5037     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5038     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5039     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5040     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5041     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5042     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5043     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5044     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5045
5046     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
5047     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
5048     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
5049     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
5050     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
5051     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
5052     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
5053     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
5054     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
5055     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
5056     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
5057     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
5058     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
5059     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
5060     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
5061     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
5062     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
5063
5064     /* No 4 component entry points here */
5065     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
5066     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
5067     if (gl_info->supported[EXT_SECONDARY_COLOR])
5068     {
5069         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5070     }
5071     else
5072     {
5073         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
5074     }
5075     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
5076     if (gl_info->supported[EXT_SECONDARY_COLOR])
5077     {
5078         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5079         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5080     }
5081     else
5082     {
5083         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5084     }
5085     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
5086     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
5087     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
5088     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
5089     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
5090     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
5091     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
5092     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
5093     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
5094     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
5095     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
5096     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
5097
5098     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5099      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5100      */
5101     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
5102     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
5103     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
5104     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5105     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5106     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5107     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5108     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5109     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5110     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5111     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5112     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5113     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5114     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5115     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5116     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5117     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5118
5119     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5120     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5121     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5122     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5123     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5124     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5125     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5126     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5127     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5128     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5129     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5130     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5131     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5132     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5133     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5134     if (gl_info->supported[NV_HALF_FLOAT])
5135     {
5136         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5137         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5138         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5139     } else {
5140         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5141         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5142     }
5143 }
5144
5145 /* Do not call while under the GL lock. */
5146 static BOOL InitAdapters(struct wined3d *wined3d)
5147 {
5148     static HMODULE mod_gl;
5149     BOOL ret;
5150     int ps_selected_mode, vs_selected_mode;
5151
5152     /* No need to hold any lock. The calling library makes sure only one thread calls
5153      * wined3d simultaneously
5154      */
5155
5156     TRACE("Initializing adapters\n");
5157
5158     if(!mod_gl) {
5159 #ifdef USE_WIN32_OPENGL
5160 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5161         mod_gl = LoadLibraryA("opengl32.dll");
5162         if(!mod_gl) {
5163             ERR("Can't load opengl32.dll!\n");
5164             goto nogl_adapter;
5165         }
5166 #else
5167 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5168         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5169         mod_gl = GetModuleHandleA("gdi32.dll");
5170 #endif
5171     }
5172
5173 /* Load WGL core functions from opengl32.dll */
5174 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5175     WGL_FUNCS_GEN;
5176 #undef USE_WGL_FUNC
5177
5178     if(!pwglGetProcAddress) {
5179         ERR("Unable to load wglGetProcAddress!\n");
5180         goto nogl_adapter;
5181     }
5182
5183 /* Dynamically load all GL core functions */
5184     GL_FUNCS_GEN;
5185 #undef USE_GL_FUNC
5186
5187     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5188      * otherwise because we have to use winex11.drv's override
5189      */
5190 #ifdef USE_WIN32_OPENGL
5191     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5192     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5193 #else
5194     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5195     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5196 #endif
5197
5198     glEnableWINE = glEnable;
5199     glDisableWINE = glDisable;
5200
5201     /* For now only one default adapter */
5202     {
5203         struct wined3d_adapter *adapter = &wined3d->adapters[0];
5204         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5205         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5206         struct wined3d_pixel_format *cfgs;
5207         int iPixelFormat;
5208         int res;
5209         int i;
5210         DISPLAY_DEVICEW DisplayDevice;
5211         HDC hdc;
5212
5213         TRACE("Initializing default adapter\n");
5214         adapter->ordinal = 0;
5215         adapter->monitorPoint.x = -1;
5216         adapter->monitorPoint.y = -1;
5217
5218         if (!AllocateLocallyUniqueId(&adapter->luid))
5219         {
5220             DWORD err = GetLastError();
5221             ERR("Failed to set adapter LUID (%#x).\n", err);
5222             goto nogl_adapter;
5223         }
5224         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5225                 adapter->luid.HighPart, adapter->luid.LowPart);
5226
5227         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5228         {
5229             ERR("Failed to get a gl context for default adapter\n");
5230             goto nogl_adapter;
5231         }
5232
5233         ret = wined3d_adapter_init_gl_caps(adapter);
5234         if(!ret) {
5235             ERR("Failed to initialize gl caps for default adapter\n");
5236             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5237             goto nogl_adapter;
5238         }
5239         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5240         if(!ret) {
5241             ERR("Failed to init gl formats\n");
5242             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5243             goto nogl_adapter;
5244         }
5245
5246         hdc = fake_gl_ctx.dc;
5247
5248         adapter->TextureRam = adapter->driver_info.vidmem;
5249         adapter->UsedTextureRam = 0;
5250         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5251
5252         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5253         DisplayDevice.cb = sizeof(DisplayDevice);
5254         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5255         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5256         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5257
5258         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5259         {
5260             int attribute;
5261             int attribs[11];
5262             int values[11];
5263             int nAttribs = 0;
5264
5265             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5266             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5267
5268             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5269             cfgs = adapter->cfgs;
5270             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5271             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5272             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5273             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5274             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5275             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5276             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5277             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5278             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5279             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5280             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5281
5282             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5283             {
5284                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5285
5286                 if(!res)
5287                     continue;
5288
5289                 /* Cache the pixel format */
5290                 cfgs->iPixelFormat = iPixelFormat;
5291                 cfgs->redSize = values[0];
5292                 cfgs->greenSize = values[1];
5293                 cfgs->blueSize = values[2];
5294                 cfgs->alphaSize = values[3];
5295                 cfgs->colorSize = values[4];
5296                 cfgs->depthSize = values[5];
5297                 cfgs->stencilSize = values[6];
5298                 cfgs->windowDrawable = values[7];
5299                 cfgs->iPixelType = values[8];
5300                 cfgs->doubleBuffer = values[9];
5301                 cfgs->auxBuffers = values[10];
5302
5303                 cfgs->numSamples = 0;
5304                 /* Check multisample support */
5305                 if (gl_info->supported[ARB_MULTISAMPLE])
5306                 {
5307                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5308                     int value[2];
5309                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5310                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5311                         * value[1] = number of multi sample buffers*/
5312                         if(value[0])
5313                             cfgs->numSamples = value[1];
5314                     }
5315                 }
5316
5317                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5318                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5319                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5320                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5321                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5322                 cfgs++;
5323             }
5324         }
5325         else
5326         {
5327             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5328             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5329             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5330
5331             cfgs = adapter->cfgs;
5332             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5333             {
5334                 PIXELFORMATDESCRIPTOR ppfd;
5335
5336                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5337                 if(!res)
5338                     continue;
5339
5340                 /* We only want HW acceleration using an OpenGL ICD driver.
5341                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5342                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5343                  */
5344                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5345                 {
5346                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5347                     continue;
5348                 }
5349
5350                 cfgs->iPixelFormat = iPixelFormat;
5351                 cfgs->redSize = ppfd.cRedBits;
5352                 cfgs->greenSize = ppfd.cGreenBits;
5353                 cfgs->blueSize = ppfd.cBlueBits;
5354                 cfgs->alphaSize = ppfd.cAlphaBits;
5355                 cfgs->colorSize = ppfd.cColorBits;
5356                 cfgs->depthSize = ppfd.cDepthBits;
5357                 cfgs->stencilSize = ppfd.cStencilBits;
5358                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5359                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5360                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5361                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5362                 cfgs->numSamples = 0;
5363
5364                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5365                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5366                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5367                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5368                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5369                 cfgs++;
5370                 adapter->nCfgs++;
5371             }
5372
5373             /* 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 */
5374             if(!adapter->nCfgs)
5375             {
5376                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5377
5378                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5379                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5380                 goto nogl_adapter;
5381             }
5382         }
5383
5384         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5385          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5386          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5387          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5388          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5389          * driver is allowed to consume more bits EXCEPT for stencil bits.
5390          *
5391          * Mark an adapter with this broken stencil behavior.
5392          */
5393         adapter->brokenStencil = TRUE;
5394         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5395         {
5396             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5397             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5398                 adapter->brokenStencil = FALSE;
5399                 break;
5400             }
5401         }
5402
5403         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5404
5405         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5406         fillGLAttribFuncs(&adapter->gl_info);
5407         adapter->opengl = TRUE;
5408     }
5409     wined3d->adapter_count = 1;
5410     TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5411
5412     return TRUE;
5413
5414 nogl_adapter:
5415     /* Initialize an adapter for ddraw-only memory counting */
5416     memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5417     wined3d->adapters[0].ordinal = 0;
5418     wined3d->adapters[0].opengl = FALSE;
5419     wined3d->adapters[0].monitorPoint.x = -1;
5420     wined3d->adapters[0].monitorPoint.y = -1;
5421
5422     wined3d->adapters[0].driver_info.name = "Display";
5423     wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5424     if (wined3d_settings.emulated_textureram)
5425         wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5426     else
5427         wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5428
5429     initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5430
5431     wined3d->adapter_count = 1;
5432     return FALSE;
5433 }
5434
5435 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5436
5437 const struct wined3d_parent_ops wined3d_null_parent_ops =
5438 {
5439     wined3d_null_wined3d_object_destroyed,
5440 };
5441
5442 /* Do not call while under the GL lock. */
5443 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5444 {
5445     wined3d->dxVersion = version;
5446     wined3d->ref = 1;
5447     wined3d->parent = parent;
5448     wined3d->flags = flags;
5449
5450     if (!InitAdapters(wined3d))
5451     {
5452         WARN("Failed to initialize adapters.\n");
5453         if (version > 7)
5454         {
5455             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5456             return E_FAIL;
5457         }
5458     }
5459
5460     return WINED3D_OK;
5461 }