include/msvcrt: Define more CPU control word flags.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37
38 /* Extension detection */
39 static const struct {
40     const char *extension_string;
41     GL_SupportedExt extension;
42     DWORD version;
43 } EXTENSION_MAP[] = {
44     /* APPLE */
45     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
46     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
47     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
48     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
49     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
50     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
51
52     /* ARB */
53     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
54     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
56     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
57     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
58     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
59     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
60     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
61     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
62     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
63     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
64     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
65     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
66     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
67     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
68     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
69     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
70     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
71     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
72     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
73     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
74     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
75     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
76     {"GL_ARB_shadow",                       ARB_SHADOW,                     0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_compression_rgtc",     ARB_TEXTURE_COMPRESSION_RGTC,   0                           },
81     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
82     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
83     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
84     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
85     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
86     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
87     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
88     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
89     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
90     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
91     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
92     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
93     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
94     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
95
96     /* ATI */
97     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
98     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
99     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
100     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
101     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
102
103     /* EXT */
104     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
105     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
106     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
107     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
108     {"GL_EXT_depth_bounds_test",            EXT_DEPTH_BOUNDS_TEST,          0                           },
109     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
110     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
111     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
112     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
113     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
114     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
115     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
116     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
117     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
118     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
119     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
120     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
121     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
122     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
123     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
124     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
125     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
126     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
127     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
128     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
129     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
130     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
131     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
132     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
133
134     /* NV */
135     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
136     {"GL_NV_fence",                         NV_FENCE,                       0                           },
137     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
138     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
139     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
140     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
141     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
142     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
143     {"GL_NV_point_sprite",                  NV_POINT_SPRITE,                0                           },
144     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
145     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
146     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
147     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
148     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
149     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
150     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
151     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
152     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
153     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
154     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
155
156     /* SGI */
157     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
158 };
159
160 /**********************************************************
161  * Utility functions follow
162  **********************************************************/
163
164 const struct min_lookup minMipLookup[] =
165 {
166     /* NONE         POINT                       LINEAR */
167     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
168     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
170 };
171
172 const struct min_lookup minMipLookup_noFilter[] =
173 {
174     /* NONE         POINT                       LINEAR */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
177     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
178 };
179
180 const struct min_lookup minMipLookup_noMip[] =
181 {
182     /* NONE         POINT                       LINEAR */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
184     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
185     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
186 };
187
188 const GLenum magLookup[] =
189 {
190     /* NONE     POINT       LINEAR */
191     GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 };
193
194 const GLenum magLookup_noFilter[] =
195 {
196     /* NONE     POINT       LINEAR */
197     GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 };
199
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207
208 /**
209  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210  * i.e., there is no GL Context - Get a default rendering context to enable the
211  * function query some info from GL.
212  */
213
214 struct wined3d_fake_gl_ctx
215 {
216     HDC dc;
217     HWND wnd;
218     HGLRC gl_ctx;
219     HDC restore_dc;
220     HGLRC restore_gl_ctx;
221 };
222
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 {
225     TRACE_(d3d_caps)("Destroying fake GL context.\n");
226
227     if (!pwglMakeCurrent(NULL, NULL))
228     {
229         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230     }
231
232     if (!pwglDeleteContext(ctx->gl_ctx))
233     {
234         DWORD err = GetLastError();
235         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236     }
237
238     ReleaseDC(ctx->wnd, ctx->dc);
239     DestroyWindow(ctx->wnd);
240
241     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242     {
243         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244     }
245 }
246
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 {
250     PIXELFORMATDESCRIPTOR pfd;
251     int iPixelFormat;
252
253     TRACE("getting context...\n");
254
255     ctx->restore_dc = pwglGetCurrentDC();
256     ctx->restore_gl_ctx = pwglGetCurrentContext();
257
258     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261     if (!ctx->wnd)
262     {
263         ERR_(d3d_caps)("Failed to create a window.\n");
264         goto fail;
265     }
266
267     ctx->dc = GetDC(ctx->wnd);
268     if (!ctx->dc)
269     {
270         ERR_(d3d_caps)("Failed to get a DC.\n");
271         goto fail;
272     }
273
274     /* PixelFormat selection */
275     ZeroMemory(&pfd, sizeof(pfd));
276     pfd.nSize = sizeof(pfd);
277     pfd.nVersion = 1;
278     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279     pfd.iPixelType = PFD_TYPE_RGBA;
280     pfd.cColorBits = 32;
281     pfd.iLayerType = PFD_MAIN_PLANE;
282
283     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284     if (!iPixelFormat)
285     {
286         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288         goto fail;
289     }
290     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292
293     /* Create a GL context. */
294     ctx->gl_ctx = pwglCreateContext(ctx->dc);
295     if (!ctx->gl_ctx)
296     {
297         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298         goto fail;
299     }
300
301     /* Make it the current GL context. */
302     if (!context_set_current(NULL))
303     {
304         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305     }
306
307     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308     {
309         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310         goto fail;
311     }
312
313     return TRUE;
314
315 fail:
316     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317     ctx->gl_ctx = NULL;
318     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319     ctx->dc = NULL;
320     if (ctx->wnd) DestroyWindow(ctx->wnd);
321     ctx->wnd = NULL;
322     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323     {
324         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325     }
326
327     return FALSE;
328 }
329
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 {
333     struct wined3d_adapter *adapter = device->adapter;
334
335     adapter->UsedTextureRam += glram;
336     TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337     return adapter->UsedTextureRam;
338 }
339
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 {
342     HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 }
345
346 /**********************************************************
347  * IUnknown parts follows
348  **********************************************************/
349
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 {
352     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353
354     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355     if (IsEqualGUID(riid, &IID_IUnknown)
356         || IsEqualGUID(riid, &IID_IWineD3DBase)
357         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358         IUnknown_AddRef(iface);
359         *ppobj = This;
360         return S_OK;
361     }
362     *ppobj = NULL;
363     return E_NOINTERFACE;
364 }
365
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367     IWineD3DImpl *This = (IWineD3DImpl *)iface;
368     ULONG refCount = InterlockedIncrement(&This->ref);
369
370     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371     return refCount;
372 }
373
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375     IWineD3DImpl *This = (IWineD3DImpl *)iface;
376     ULONG ref;
377     TRACE("(%p) : Releasing from %d\n", This, This->ref);
378     ref = InterlockedDecrement(&This->ref);
379
380     if (!ref)
381     {
382         unsigned int i;
383
384         for (i = 0; i < This->adapter_count; ++i)
385         {
386             wined3d_adapter_cleanup(&This->adapters[i]);
387         }
388         HeapFree(GetProcessHeap(), 0, This);
389     }
390
391     return ref;
392 }
393
394 /**********************************************************
395  * IWineD3D parts follows
396  **********************************************************/
397
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 {
401     GLuint prog;
402     BOOL ret = FALSE;
403     const char *testcode =
404         "!!ARBvp1.0\n"
405         "PARAM C[66] = { program.env[0..65] };\n"
406         "ADDRESS A0;"
407         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408         "ARL A0.x, zero.x;\n"
409         "MOV result.position, C[A0.x + 65];\n"
410         "END\n";
411
412     while(glGetError());
413     GL_EXTCALL(glGenProgramsARB(1, &prog));
414     if(!prog) {
415         ERR("Failed to create an ARB offset limit test program\n");
416     }
417     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419                                   strlen(testcode), testcode));
420     if (glGetError())
421     {
422         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424         ret = TRUE;
425     } else TRACE("OpenGL implementation allows offsets > 63\n");
426
427     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429     checkGLcall("ARB vp offset limit test cleanup");
430
431     return ret;
432 }
433
434 static DWORD ver_for_ext(GL_SupportedExt ext)
435 {
436     unsigned int i;
437     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438         if(EXTENSION_MAP[i].extension == ext) {
439             return EXTENSION_MAP[i].version;
440         }
441     }
442     return 0;
443 }
444
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 {
448     if (card_vendor != HW_VENDOR_ATI) return FALSE;
449     if (device == CARD_ATI_RADEON_9500) return TRUE;
450     if (device == CARD_ATI_RADEON_X700) return TRUE;
451     if (device == CARD_ATI_RADEON_X1600) return TRUE;
452     return FALSE;
453 }
454
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 {
458     if (card_vendor == HW_VENDOR_NVIDIA)
459     {
460         if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461             device == CARD_NVIDIA_GEFORCEFX_5600 ||
462             device == CARD_NVIDIA_GEFORCEFX_5800)
463         {
464             return TRUE;
465         }
466     }
467     return FALSE;
468 }
469
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 {
473     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476      *
477      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482      * the chance that other implementations support them is rather small since Win32 QuickTime uses
483      * DirectDraw, not OpenGL.
484      *
485      * This test has been moved into wined3d_guess_gl_vendor()
486      */
487     if (gl_vendor == GL_VENDOR_APPLE)
488     {
489         return TRUE;
490     }
491     return FALSE;
492 }
493
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 {
497     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499      * all the texture. This function detects this bug by its symptom and disables PBOs
500      * if the test fails.
501      *
502      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505      * read back is compared to the original. If they are equal PBOs are assumed to work,
506      * otherwise the PBO extension is disabled. */
507     GLuint texture, pbo;
508     static const unsigned int pattern[] =
509     {
510         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514     };
515     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516
517     /* No PBO -> No point in testing them. */
518     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519
520     ENTER_GL();
521
522     while (glGetError());
523     glGenTextures(1, &texture);
524     glBindTexture(GL_TEXTURE_2D, texture);
525
526     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528     checkGLcall("Specifying the PBO test texture");
529
530     GL_EXTCALL(glGenBuffersARB(1, &pbo));
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533     checkGLcall("Specifying the PBO test pbo");
534
535     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536     checkGLcall("Loading the PBO test texture");
537
538     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
539     LEAVE_GL();
540
541     wglFinish(); /* just to be sure */
542
543     memset(check, 0, sizeof(check));
544     ENTER_GL();
545     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546     checkGLcall("Reading back the PBO test texture");
547
548     glDeleteTextures(1, &texture);
549     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550     checkGLcall("PBO test cleanup");
551
552     LEAVE_GL();
553
554     if (memcmp(check, pattern, sizeof(check)))
555     {
556         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
559     }
560     else
561     {
562         TRACE_(d3d_caps)("PBO test successful.\n");
563     }
564 }
565
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 {
569     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
570 }
571
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 {
575     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576     if (card_vendor != HW_VENDOR_ATI) return FALSE;
577     if (device == CARD_ATI_RADEON_X1600) return FALSE;
578     return TRUE;
579 }
580
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 {
584     return gl_vendor == GL_VENDOR_FGLRX;
585
586 }
587
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 {
591     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
595      * hardcoded
596      *
597      * dx10 cards usually have 64 varyings */
598     return gl_info->limits.glsl_varyings > 44;
599 }
600
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 {
605     GLenum error;
606     DWORD data[16];
607
608     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609
610     ENTER_GL();
611     while(glGetError());
612     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613     error = glGetError();
614     LEAVE_GL();
615
616     if(error == GL_NO_ERROR)
617     {
618         TRACE("GL Implementation accepts 4 component specular color pointers\n");
619         return TRUE;
620     }
621     else
622     {
623         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624               debug_glerror(error));
625         return FALSE;
626     }
627 }
628
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 {
632     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633     return gl_info->supported[NV_TEXTURE_SHADER];
634 }
635
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 {
640     GLuint prog;
641     BOOL ret = FALSE;
642     GLint pos;
643     const char *testcode =
644         "!!ARBvp1.0\n"
645         "OPTION NV_vertex_program2;\n"
646         "MOV result.clip[0], 0.0;\n"
647         "MOV result.position, 0.0;\n"
648         "END\n";
649
650     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651
652     ENTER_GL();
653     while(glGetError());
654
655     GL_EXTCALL(glGenProgramsARB(1, &prog));
656     if(!prog)
657     {
658         ERR("Failed to create the NVvp clip test program\n");
659         LEAVE_GL();
660         return FALSE;
661     }
662     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664                                   strlen(testcode), testcode));
665     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
666     if(pos != -1)
667     {
668         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670         ret = TRUE;
671         while(glGetError());
672     }
673     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674
675     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678
679     LEAVE_GL();
680     return ret;
681 }
682
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 {
687     char data[4 * 4 * 4];
688     GLuint tex, fbo;
689     GLenum status;
690
691     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692
693     memset(data, 0xcc, sizeof(data));
694
695     ENTER_GL();
696
697     glGenTextures(1, &tex);
698     glBindTexture(GL_TEXTURE_2D, tex);
699     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702     checkGLcall("glTexImage2D");
703
704     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707     checkGLcall("glFramebufferTexture2D");
708
709     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711     checkGLcall("glCheckFramebufferStatus");
712
713     memset(data, 0x11, sizeof(data));
714     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715     checkGLcall("glTexSubImage2D");
716
717     glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718     glClear(GL_COLOR_BUFFER_BIT);
719     checkGLcall("glClear");
720
721     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722     checkGLcall("glGetTexImage");
723
724     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726     glBindTexture(GL_TEXTURE_2D, 0);
727     checkGLcall("glBindTexture");
728
729     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730     glDeleteTextures(1, &tex);
731     checkGLcall("glDeleteTextures");
732
733     LEAVE_GL();
734
735     return *(DWORD *)data == 0x11111111;
736 }
737
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 {
740     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
744 }
745
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 {
748     quirk_arb_constants(gl_info);
749     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751      * allow 48 different offsets or other helper immediate values. */
752     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
754 }
755
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760  * most games, but avoids the crash
761  *
762  * A more sophisticated way would be to find all units that need texture coordinates and enable
763  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765  *
766  * Note that disabling the extension entirely does not gain predictability because there is no point
767  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 {
770     if (gl_info->supported[ARB_POINT_SPRITE])
771     {
772         TRACE("Limiting point sprites to one texture unit.\n");
773         gl_info->limits.point_sprite_units = 1;
774     }
775 }
776
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 {
779     quirk_arb_constants(gl_info);
780
781     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783      * If real NP2 textures are used, the driver falls back to software. We could just remove the
784      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788      *
789      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790      * has this extension promoted to core. The extension loading code sets this extension supported
791      * due to that, so this code works on fglrx as well. */
792     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793     {
794         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796         gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
797     }
798
799     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800      * it is generally more efficient. Reserve just 8 constants. */
801     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
803 }
804
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 {
807     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
813      *
814      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815      *  triggering the software fallback. There is not much we can do here apart from disabling the
816      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817      *  in IWineD3DImpl_FillGLCaps).
818      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819      *  post-processing effects in the game "Max Payne 2").
820      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
821     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
824 }
825
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 {
828     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832      * according to the spec.
833      *
834      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835      * makes the shader slower and eats instruction slots which should be available to the d3d app.
836      *
837      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839      * this workaround is activated on cards that do not need it, it won't break things, just affect
840      * performance negatively. */
841     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
843 }
844
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
848 }
849
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 {
852     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
853 }
854
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 {
857     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
859 }
860
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 {
863     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
864 }
865
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 {
868     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 }
870
871 struct driver_quirk
872 {
873     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875     void (*apply)(struct wined3d_gl_info *gl_info);
876     const char *description;
877 };
878
879 static const struct driver_quirk quirk_table[] =
880 {
881     {
882         match_ati_r300_to_500,
883         quirk_ati_dx9,
884         "ATI GLSL constant and normalized texrect quirk"
885     },
886     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887      * used it falls back to software. While the compiler can detect if the shader uses all declared
888      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889      * using relative addressing falls back to software.
890      *
891      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
892     {
893         match_apple,
894         quirk_apple_glsl_constants,
895         "Apple GLSL uniform override"
896     },
897     {
898         match_geforce5,
899         quirk_no_np2,
900         "Geforce 5 NP2 disable"
901     },
902     {
903         match_apple_intel,
904         quirk_texcoord_w,
905         "Init texcoord .w for Apple Intel GPU driver"
906     },
907     {
908         match_apple_nonr500ati,
909         quirk_texcoord_w,
910         "Init texcoord .w for Apple ATI >= r600 GPU driver"
911     },
912     {
913         match_fglrx,
914         quirk_one_point_sprite,
915         "Fglrx point sprite crash workaround"
916     },
917     {
918         match_dx10_capable,
919         quirk_clip_varying,
920         "Reserved varying for gl_ClipPos"
921     },
922     {
923         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924          * GL implementations accept it. The Mac GL is the only implementation known to
925          * reject it.
926          *
927          * If we can pass 4 component specular colors, do it, because (a) we don't have
928          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929          * passes specular alpha to the pixel shader if any is used. Otherwise the
930          * specular alpha is used to pass the fog coordinate, which we pass to opengl
931          * via GL_EXT_fog_coord.
932          */
933         match_allows_spec_alpha,
934         quirk_allows_specular_alpha,
935         "Allow specular alpha quirk"
936     },
937     {
938         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939          * (rdar://5682521).
940          */
941         match_apple_nvts,
942         quirk_apple_nvts,
943         "Apple NV_texture_shader disable"
944     },
945     {
946         match_broken_nv_clip,
947         quirk_disable_nvvp_clip,
948         "Apple NV_vertex_program clip bug quirk"
949     },
950     {
951         match_fbo_tex_update,
952         quirk_fbo_tex_update,
953         "FBO rebind for attachment updates"
954     },
955 };
956
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958  * reporting a driver version is moot because we are not the Windows driver, and we have different
959  * bugs, features, etc.
960  *
961  * The driver version has the form "x.y.z.w".
962  *
963  * "x" is the Windows version the driver is meant for:
964  * 4 -> 95/98/NT4
965  * 5 -> 2000
966  * 6 -> 2000/XP
967  * 7 -> Vista
968  * 8 -> Win 7
969  *
970  * "y" is the maximum Direct3D version the driver supports.
971  * y  -> d3d version mapping:
972  * 11 -> d3d6
973  * 12 -> d3d7
974  * 13 -> d3d8
975  * 14 -> d3d9
976  * 15 -> d3d10
977  * 16 -> d3d10.1
978  * 17 -> d3d11
979  *
980  * "z" is the subversion number.
981  *
982  * "w" is the vendor specific driver build number.
983  */
984
985 struct driver_version_information
986 {
987     enum wined3d_display_driver driver;
988     enum wined3d_driver_model driver_model;
989     const char *driver_name;            /* name of Windows driver */
990     WORD version;                       /* version word ('y'), contained in low word of DriverVersion.HighPart */
991     WORD subversion;                    /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992     WORD build;                         /* build number ('w'), contained in low word of DriverVersion.LowPart */
993 };
994
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
997 {
998     /* ATI
999      * - Radeon HD2x00 (R600) and up supported by current drivers.
1000      * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001      * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002      * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003     {DRIVER_ATI_RAGE_128PRO,    DRIVER_MODEL_NT5X,  "ati2dvaa.dll", 13, 3279,  0},
1004     {DRIVER_ATI_R100,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6614},
1005     {DRIVER_ATI_R300,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 6764},
1006     {DRIVER_ATI_R600,           DRIVER_MODEL_NT5X,  "ati2dvag.dll", 14, 10, 8681},
1007     {DRIVER_ATI_R300,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1008     {DRIVER_ATI_R600,           DRIVER_MODEL_NT6X,  "atiumdag.dll", 14, 10, 741 },
1009
1010     /* Intel
1011      * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012      * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013      * igxprd32.dll but the GMA800 driver was never updated. */
1014     {DRIVER_INTEL_GMA800,       DRIVER_MODEL_NT5X,  "ialmrnt5.dll", 14, 10, 3889},
1015     {DRIVER_INTEL_GMA900,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4764},
1016     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 4926},
1017     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT5X,  "igxprd32.dll", 14, 10, 5218},
1018     {DRIVER_INTEL_GMA950,       DRIVER_MODEL_NT6X,  "igdumd32.dll", 14, 10, 1504},
1019     {DRIVER_INTEL_GMA3000,      DRIVER_MODEL_NT6X,  "igdumd32.dll", 15, 10, 1666},
1020
1021     /* Nvidia
1022      * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023      * - GeforceFX support is up to 173.x on <= XP
1024      * - Geforce2MX/3/4 up to 96.x on <= XP
1025      * - TNT/Geforce1/2 up to 71.x on <= XP
1026      * All version numbers used below are from the Linux nvidia drivers. */
1027     {DRIVER_NVIDIA_TNT,         DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 7186},
1028     {DRIVER_NVIDIA_GEFORCE2MX,  DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 10, 9371},
1029     {DRIVER_NVIDIA_GEFORCEFX,   DRIVER_MODEL_NT5X,  "nv4_disp.dll", 14, 11, 7516},
1030     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT5X,  "nv4_disp.dll", 15, 11, 9745},
1031     {DRIVER_NVIDIA_GEFORCE6,    DRIVER_MODEL_NT6X,  "nvd3dum.dll",  15, 11, 9745},
1032 };
1033
1034 struct gpu_description
1035 {
1036     WORD vendor;                    /* reported PCI card vendor ID  */
1037     WORD card;                      /* reported PCI card device ID  */
1038     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
1039     enum wined3d_display_driver driver;
1040     unsigned int vidmem;
1041 };
1042
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044  * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1046 {
1047     /* Nvidia cards */
1048     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  DRIVER_NVIDIA_TNT,       16  },
1049     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        DRIVER_NVIDIA_TNT,       32  },
1050     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               DRIVER_NVIDIA_TNT,       32  },
1051     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT,       32  },
1052     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        DRIVER_NVIDIA_GEFORCE2MX,32  },
1053     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  DRIVER_NVIDIA_GEFORCE2MX,64  },
1054     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           DRIVER_NVIDIA_GEFORCE2MX,64  },
1055     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          DRIVER_NVIDIA_GEFORCE2MX,64, },
1056     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           DRIVER_NVIDIA_GEFORCEFX, 64  },
1057     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           DRIVER_NVIDIA_GEFORCEFX, 128 },
1058     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           DRIVER_NVIDIA_GEFORCEFX, 256 },
1059     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              DRIVER_NVIDIA_GEFORCE6,  64  },
1060     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           DRIVER_NVIDIA_GEFORCE6,  128 },
1061     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              DRIVER_NVIDIA_GEFORCE6,  128 },
1062     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           DRIVER_NVIDIA_GEFORCE6,  256 },
1063     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           DRIVER_NVIDIA_GEFORCE6,  256 },
1064     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1065     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1066     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1067     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8400GS,     "NVIDIA GeForce 8400 GS",           DRIVER_NVIDIA_GEFORCE6,  128 },
1068     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1069     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          DRIVER_NVIDIA_GEFORCE6,  512 },
1070     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          DRIVER_NVIDIA_GEFORCE6,  320 },
1071     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTX,    "NVIDIA GeForce 8800 GTX",          DRIVER_NVIDIA_GEFORCE6,  768 },
1072     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              DRIVER_NVIDIA_GEFORCE6,  256 },
1073     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1074     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           DRIVER_NVIDIA_GEFORCE6,  256 },
1075     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           DRIVER_NVIDIA_GEFORCE6,  384 },
1076     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           DRIVER_NVIDIA_GEFORCE6,  512 },
1077     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_210,        "NVIDIA GeForce 210",               DRIVER_NVIDIA_GEFORCE6,  512 },
1078     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT220,      "NVIDIA GeForce GT 220",            DRIVER_NVIDIA_GEFORCE6,  512 },
1079     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            DRIVER_NVIDIA_GEFORCE6,  512 },
1080     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           DRIVER_NVIDIA_GEFORCE6,  1024},
1081     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           DRIVER_NVIDIA_GEFORCE6,  896 },
1082     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           DRIVER_NVIDIA_GEFORCE6,  1024},
1083     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT320M,     "NVIDIA GeForce GT 320M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1084     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT325M,     "NVIDIA GeForce GT 325M",           DRIVER_NVIDIA_GEFORCE6,  1024},
1085     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT330,      "NVIDIA GeForce GT 330",            DRIVER_NVIDIA_GEFORCE6,  1024},
1086     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTS350M,    "NVIDIA GeForce GTS 350M",          DRIVER_NVIDIA_GEFORCE6,  1024},
1087     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX460,     "NVIDIA GeForce GTX 460",           DRIVER_NVIDIA_GEFORCE6,  768 },
1088     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX465,     "NVIDIA GeForce GTX 465",           DRIVER_NVIDIA_GEFORCE6,  1024},
1089     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX470,     "NVIDIA GeForce GTX 470",           DRIVER_NVIDIA_GEFORCE6,  1280},
1090     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX480,     "NVIDIA GeForce GTX 480",           DRIVER_NVIDIA_GEFORCE6,  1536},
1091     /* ATI cards */
1092     {HW_VENDOR_ATI,        CARD_ATI_RAGE_128PRO,           "ATI Rage Fury",                    DRIVER_ATI_RAGE_128PRO,  16  },
1093     {HW_VENDOR_ATI,        CARD_ATI_RADEON_7200,           "ATI RADEON 7200 SERIES",           DRIVER_ATI_R100,         32  },
1094     {HW_VENDOR_ATI,        CARD_ATI_RADEON_8500,           "ATI RADEON 8500 SERIES",           DRIVER_ATI_R100,         64  },
1095     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  DRIVER_ATI_R300,         64  },
1096     {HW_VENDOR_ATI,        CARD_ATI_RADEON_XPRESS_200M,    "ATI RADEON XPRESS 200M Series",    DRIVER_ATI_R300,         64  },
1097     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               DRIVER_ATI_R300,         128 },
1098     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          DRIVER_ATI_R300,         128 },
1099     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2350,         "ATI Mobility Radeon HD 2350",      DRIVER_ATI_R600,         256 },
1100     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      DRIVER_ATI_R600,         256 },
1101     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            DRIVER_ATI_R600,         512 },
1102     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD3200,         "ATI Radeon HD 3200 Graphics",      DRIVER_ATI_R600,         128 },
1103     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               DRIVER_ATI_R600,         256 },
1104     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        DRIVER_ATI_R600,         512 },
1105     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        DRIVER_ATI_R600,         512 },
1106     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        DRIVER_ATI_R600,         512 },
1107     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5400,         "ATI Radeon HD 5400 Series",        DRIVER_ATI_R600,         512 },
1108     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5600,         "ATI Radeon HD 5600 Series",        DRIVER_ATI_R600,         512 },
1109     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        DRIVER_ATI_R600,         512 },
1110     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        DRIVER_ATI_R600,         1024},
1111     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5900,         "ATI Radeon HD 5900 Series",        DRIVER_ATI_R600,         1024},
1112     /* Intel cards */
1113     {HW_VENDOR_INTEL,      CARD_INTEL_I830G,               "Intel(R) 82830M Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1114     {HW_VENDOR_INTEL,      CARD_INTEL_I855G,               "Intel(R) 82852/82855 GM/GME Graphics Controller",           DRIVER_INTEL_GMA800,  32 },
1115     {HW_VENDOR_INTEL,      CARD_INTEL_I865G,               "Intel(R) 82865G Graphics Controller",                       DRIVER_INTEL_GMA800,  32 },
1116     {HW_VENDOR_INTEL,      CARD_INTEL_I915G,               "Intel(R) 82915G/GV/910GL Express Chipset Family",           DRIVER_INTEL_GMA900,  64 },
1117     {HW_VENDOR_INTEL,      CARD_INTEL_I915GM,              "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family",   DRIVER_INTEL_GMA900,  64 },
1118     {HW_VENDOR_INTEL,      CARD_INTEL_I945GM,              "Mobile Intel(R) 945GM Express Chipset Family",              DRIVER_INTEL_GMA950,  64 },
1119     {HW_VENDOR_INTEL,      CARD_INTEL_X3100,               "Mobile Intel(R) 965 Express Chipset Family",                DRIVER_INTEL_GMA3000, 128},
1120     {HW_VENDOR_INTEL,      CARD_INTEL_GM45,                "Mobile Intel(R) GM45 Express Chipset Family",               DRIVER_INTEL_GMA3000, 512}
1121 };
1122
1123 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1124         enum wined3d_driver_model driver_model)
1125 {
1126     unsigned int i;
1127
1128     TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1129     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1130     {
1131         const struct driver_version_information *entry = &driver_version_table[i];
1132
1133         if (entry->driver == driver && entry->driver_model == driver_model)
1134         {
1135             TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1136                 entry->driver_name, entry->version, entry->subversion, entry->build);
1137
1138             return entry;
1139         }
1140     }
1141     return NULL;
1142 }
1143
1144 static void init_driver_info(struct wined3d_driver_info *driver_info,
1145         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1146 {
1147     OSVERSIONINFOW os_version;
1148     WORD driver_os_version;
1149     unsigned int i;
1150     enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1151     enum wined3d_driver_model driver_model;
1152     const struct driver_version_information *version_info;
1153
1154     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1155     {
1156         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1157         vendor = wined3d_settings.pci_vendor_id;
1158     }
1159     driver_info->vendor = vendor;
1160
1161     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1162     {
1163         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1164         device = wined3d_settings.pci_device_id;
1165     }
1166     driver_info->device = device;
1167
1168     /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1169      * overrides the pci ids to a card which is not in our database. */
1170     driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1171
1172     memset(&os_version, 0, sizeof(os_version));
1173     os_version.dwOSVersionInfoSize = sizeof(os_version);
1174     if (!GetVersionExW(&os_version))
1175     {
1176         ERR("Failed to get OS version, reporting 2000/XP.\n");
1177         driver_os_version = 6;
1178         driver_model = DRIVER_MODEL_NT5X;
1179     }
1180     else
1181     {
1182         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1183         switch (os_version.dwMajorVersion)
1184         {
1185             case 4:
1186                 /* If needed we could distinguish between 9x and NT4, but this code won't make
1187                  * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1188                  */
1189                 driver_os_version = 4;
1190                 driver_model = DRIVER_MODEL_WIN9X;
1191                 break;
1192
1193             case 5:
1194                 driver_os_version = 6;
1195                 driver_model = DRIVER_MODEL_NT5X;
1196                 break;
1197
1198             case 6:
1199                 if (os_version.dwMinorVersion == 0)
1200                 {
1201                     driver_os_version = 7;
1202                     driver_model = DRIVER_MODEL_NT6X;
1203                 }
1204                 else
1205                 {
1206                     if (os_version.dwMinorVersion > 1)
1207                     {
1208                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1209                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1210                     }
1211                     driver_os_version = 8;
1212                     driver_model = DRIVER_MODEL_NT6X;
1213                 }
1214                 break;
1215
1216             default:
1217                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1218                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1219                 driver_os_version = 6;
1220                 driver_model = DRIVER_MODEL_NT5X;
1221                 break;
1222         }
1223     }
1224
1225     /* When we reach this stage we always have a vendor or device id (it can be a default one).
1226      * This means that unless the ids are overriden, we will always find a GPU description. */
1227     for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1228     {
1229         if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1230         {
1231             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1232
1233             driver_info->description = gpu_description_table[i].description;
1234             driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1235             driver = gpu_description_table[i].driver;
1236             break;
1237         }
1238     }
1239
1240     if (wined3d_settings.emulated_textureram)
1241     {
1242         TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1243         driver_info->vidmem = wined3d_settings.emulated_textureram;
1244     }
1245
1246     /* Try to obtain driver version information for the current Windows version. This fails in
1247      * some cases:
1248      * - the gpu is not available on the currently selected OS version:
1249      *   - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1250      *     version information for the current Windows version is returned instead of faked info.
1251      *     We do the same and assume the default Windows version to emulate is WinXP.
1252      *
1253      *   - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1254      *     For now return the XP driver info. Perhaps later on we should return VESA.
1255      *
1256      * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1257      *   This could be an indication that our database is not up to date, so this should be fixed.
1258      */
1259     version_info = get_driver_version_info(driver, driver_model);
1260     if (version_info)
1261     {
1262         driver_info->name = version_info->driver_name;
1263         driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1264         driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1265     }
1266     else
1267     {
1268         version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1269         if (version_info)
1270         {
1271             driver_info->name = version_info->driver_name;
1272             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1273             driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1274         }
1275         else
1276         {
1277             driver_info->description = "Direct3D HAL";
1278             driver_info->name = "Display";
1279             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1280             driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1281
1282             FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1283                     vendor, device, driver_model);
1284         }
1285     }
1286
1287     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1288             driver_info->version_high, driver_info->version_low);
1289 }
1290
1291 /* Context activation is done by the caller. */
1292 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1293         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1294 {
1295     unsigned int i;
1296
1297     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1298     {
1299         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1300         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1301         quirk_table[i].apply(gl_info);
1302     }
1303
1304     /* Find out if PBOs work as they are supposed to. */
1305     test_pbo_functionality(gl_info);
1306 }
1307
1308 static DWORD wined3d_parse_gl_version(const char *gl_version)
1309 {
1310     const char *ptr = gl_version;
1311     int major, minor;
1312
1313     major = atoi(ptr);
1314     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1315
1316     while (isdigit(*ptr)) ++ptr;
1317     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1318
1319     minor = atoi(ptr);
1320
1321     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1322
1323     return MAKEDWORD_VERSION(major, minor);
1324 }
1325
1326 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1327 {
1328
1329     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1330      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1331      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1332      *
1333      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1334      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1335      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1336      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1337      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1338      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1339      * DirectDraw, not OpenGL. */
1340     if (gl_info->supported[APPLE_FENCE]
1341             && gl_info->supported[APPLE_CLIENT_STORAGE]
1342             && gl_info->supported[APPLE_FLUSH_RENDER]
1343             && gl_info->supported[APPLE_YCBCR_422])
1344         return GL_VENDOR_APPLE;
1345
1346     if (strstr(gl_vendor_string, "NVIDIA"))
1347         return GL_VENDOR_NVIDIA;
1348
1349     if (strstr(gl_vendor_string, "ATI"))
1350         return GL_VENDOR_FGLRX;
1351
1352     if (strstr(gl_vendor_string, "Intel(R)")
1353             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1354             || strstr(gl_renderer, "Intel")
1355             || strstr(gl_vendor_string, "Intel Inc."))
1356         return GL_VENDOR_INTEL;
1357
1358     if (strstr(gl_vendor_string, "Mesa")
1359             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1360             || strstr(gl_vendor_string, "DRI R300 Project")
1361             || strstr(gl_vendor_string, "X.Org R300 Project")
1362             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1363             || strstr(gl_vendor_string, "VMware, Inc.")
1364             || strstr(gl_renderer, "Mesa")
1365             || strstr(gl_renderer, "Gallium"))
1366         return GL_VENDOR_MESA;
1367
1368     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1369             debugstr_a(gl_vendor_string));
1370
1371     return GL_VENDOR_UNKNOWN;
1372 }
1373
1374 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1375 {
1376     if (strstr(gl_vendor_string, "NVIDIA"))
1377         return HW_VENDOR_NVIDIA;
1378
1379     if (strstr(gl_vendor_string, "ATI")
1380             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1381             || strstr(gl_vendor_string, "X.Org R300 Project")
1382             || strstr(gl_renderer, "AMD")
1383             || strstr(gl_renderer, "R100")
1384             || strstr(gl_renderer, "R200")
1385             || strstr(gl_renderer, "R300")
1386             || strstr(gl_renderer, "R600")
1387             || strstr(gl_renderer, "R700"))
1388         return HW_VENDOR_ATI;
1389
1390     if (strstr(gl_vendor_string, "Intel(R)")
1391             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1392             || strstr(gl_renderer, "Intel")
1393             || strstr(gl_vendor_string, "Intel Inc."))
1394         return HW_VENDOR_INTEL;
1395
1396     if (strstr(gl_vendor_string, "Mesa")
1397             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1398             || strstr(gl_vendor_string, "VMware, Inc."))
1399         return HW_VENDOR_SOFTWARE;
1400
1401     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1402
1403     return HW_VENDOR_NVIDIA;
1404 }
1405
1406
1407
1408 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1409         const char *gl_renderer)
1410 {
1411     unsigned int i;
1412
1413     if (WINE_D3D10_CAPABLE(gl_info))
1414     {
1415         static const struct
1416         {
1417             const char *renderer;
1418             enum wined3d_pci_device id;
1419         }
1420         cards[] =
1421         {
1422             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1423             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1424             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1425             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1426             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1427             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1428             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1429             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1430             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1431             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1432             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1433             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1434             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1435             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1436             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1437             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1438             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1439             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1440             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1441             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1442             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1443             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1444             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1445             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1446             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1447             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1448             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1449             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1450             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1451             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1452             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1453             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1454             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1455             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1456             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1457             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1458             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1459             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1460             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1461             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1462             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1463             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1464             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1465             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1466         };
1467
1468         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1469         {
1470             if (strstr(gl_renderer, cards[i].renderer))
1471                 return cards[i].id;
1472         }
1473
1474         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1475         return CARD_NVIDIA_GEFORCE_8300GS;
1476     }
1477
1478     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1479      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1480      */
1481     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1482     {
1483         static const struct
1484         {
1485             const char *renderer;
1486             enum wined3d_pci_device id;
1487         }
1488         cards[] =
1489         {
1490             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1491             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1492             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1493             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1494             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1495             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1496             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1497             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1498             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1499             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1500             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1501             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1502             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1503         };
1504
1505         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1506         {
1507             if (strstr(gl_renderer, cards[i].renderer))
1508                 return cards[i].id;
1509         }
1510
1511         /* Geforce 6/7 - lowend */
1512         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1513     }
1514
1515     if (WINE_D3D9_CAPABLE(gl_info))
1516     {
1517         /* GeforceFX - highend */
1518         if (strstr(gl_renderer, "5800")
1519                 || strstr(gl_renderer, "5900")
1520                 || strstr(gl_renderer, "5950")
1521                 || strstr(gl_renderer, "Quadro FX"))
1522         {
1523             return CARD_NVIDIA_GEFORCEFX_5800;
1524         }
1525
1526         /* GeforceFX - midend */
1527         if (strstr(gl_renderer, "5600")
1528                 || strstr(gl_renderer, "5650")
1529                 || strstr(gl_renderer, "5700")
1530                 || strstr(gl_renderer, "5750"))
1531         {
1532             return CARD_NVIDIA_GEFORCEFX_5600;
1533         }
1534
1535         /* GeforceFX - lowend */
1536         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1537     }
1538
1539     if (WINE_D3D8_CAPABLE(gl_info))
1540     {
1541         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1542         {
1543             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1544         }
1545
1546         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1547     }
1548
1549     if (WINE_D3D7_CAPABLE(gl_info))
1550     {
1551         if (strstr(gl_renderer, "GeForce4 MX"))
1552         {
1553             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1554         }
1555
1556         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1557         {
1558             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1559         }
1560
1561         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1562         {
1563             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1564         }
1565
1566         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1567     }
1568
1569     if (strstr(gl_renderer, "TNT2"))
1570     {
1571         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1572     }
1573
1574     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1575 }
1576
1577 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1578         const char *gl_renderer)
1579 {
1580     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1581      *
1582      * Beware: renderer string do not match exact card model,
1583      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1584     if (WINE_D3D10_CAPABLE(gl_info))
1585     {
1586         unsigned int i;
1587
1588         static const struct
1589         {
1590             const char *renderer;
1591             enum wined3d_pci_device id;
1592         }
1593         cards[] =
1594         {
1595             /* Evergreen */
1596             {"HD 5870", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1597             {"HD 5850", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1598             {"HD 5800", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1599             {"HD 5770", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1600             {"HD 5750", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1601             {"HD 5700", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1602             /* R700 */
1603             {"HD 4890", CARD_ATI_RADEON_HD4800},    /* Radeon RV790 */
1604             {"HD 4870", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1605             {"HD 4850", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1606             {"HD 4830", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1607             {"HD 4800", CARD_ATI_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1608             {"HD 4770", CARD_ATI_RADEON_HD4700},    /* Radeon RV740 */
1609             {"HD 4700", CARD_ATI_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1610             {"HD 4670", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1611             {"HD 4650", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1612             {"HD 4600", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1613             {"HD 4550", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1614             {"HD 4350", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1615             /* R600/R700 integrated */
1616             {"HD 3300", CARD_ATI_RADEON_HD3200},
1617             {"HD 3200", CARD_ATI_RADEON_HD3200},
1618             {"HD 3100", CARD_ATI_RADEON_HD3200},
1619             /* R600 */
1620             {"HD 3870", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1621             {"HD 3850", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1622             {"HD 2900", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1623             {"HD 3830", CARD_ATI_RADEON_HD2600},    /* China-only midend */
1624             {"HD 3690", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1625             {"HD 3650", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1626             {"HD 2600", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1627             {"HD 3470", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1628             {"HD 3450", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1629             {"HD 3430", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1630             {"HD 3400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1631             {"HD 2400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1632             {"HD 2350", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1633         };
1634
1635         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1636         {
1637             if (strstr(gl_renderer, cards[i].renderer))
1638                 return cards[i].id;
1639         }
1640
1641         /* Default for when no GPU has been found */
1642         return CARD_ATI_RADEON_HD3200;
1643     }
1644
1645     if (WINE_D3D8_CAPABLE(gl_info))
1646     {
1647         /* Radeon R5xx */
1648         if (strstr(gl_renderer, "X1600")
1649                 || strstr(gl_renderer, "X1650")
1650                 || strstr(gl_renderer, "X1800")
1651                 || strstr(gl_renderer, "X1900")
1652                 || strstr(gl_renderer, "X1950"))
1653         {
1654             return CARD_ATI_RADEON_X1600;
1655         }
1656
1657         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1658          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1659         if (strstr(gl_renderer, "X700")
1660                 || strstr(gl_renderer, "X800")
1661                 || strstr(gl_renderer, "X850")
1662                 || strstr(gl_renderer, "X1300")
1663                 || strstr(gl_renderer, "X1400")
1664                 || strstr(gl_renderer, "X1450")
1665                 || strstr(gl_renderer, "X1550")
1666                 || strstr(gl_renderer, "X2300")
1667                 || strstr(gl_renderer, "X2500")
1668                 || strstr(gl_renderer, "HD 2300")
1669                 )
1670         {
1671             return CARD_ATI_RADEON_X700;
1672         }
1673
1674         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1675         if (strstr(gl_renderer, "Radeon Xpress"))
1676         {
1677             return CARD_ATI_RADEON_XPRESS_200M;
1678         }
1679
1680         /* Radeon R3xx */
1681         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1682     }
1683
1684     if (WINE_D3D8_CAPABLE(gl_info))
1685     {
1686         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1687     }
1688
1689     if (WINE_D3D7_CAPABLE(gl_info))
1690     {
1691         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1692     }
1693
1694     return CARD_ATI_RAGE_128PRO;
1695 }
1696
1697 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1698         const char *gl_renderer)
1699 {
1700     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1701     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1702     {
1703         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1704         return CARD_INTEL_X3100;
1705     }
1706
1707     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1708     {
1709         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1710         return CARD_INTEL_I945GM;
1711     }
1712
1713     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1714     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1715     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1716     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1717     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1718     return CARD_INTEL_I915G;
1719
1720 }
1721
1722 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1723         const char *gl_renderer)
1724 {
1725     unsigned int i;
1726
1727     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1728      *
1729      * Beware: renderer string do not match exact card model,
1730      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1731     if (strstr(gl_renderer, "Gallium"))
1732     {
1733         /* 20101109 - These are never returned by current Gallium radeon
1734          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1735          *
1736          * These are returned but not handled: RC410, RV380. */
1737         static const struct
1738         {
1739             const char *renderer;
1740             enum wined3d_pci_device id;
1741         }
1742         cards[] =
1743         {
1744             /* Evergreen */
1745             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1746             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1747             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1748             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1749             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1750             /* R700 */
1751             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1752             {"RV790",   CARD_ATI_RADEON_HD4800},
1753             {"RV770",   CARD_ATI_RADEON_HD4800},
1754             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1755             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1756             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1757             /* R600/R700 integrated */
1758             {"RS880",   CARD_ATI_RADEON_HD3200},
1759             {"RS780",   CARD_ATI_RADEON_HD3200},
1760             /* R600 */
1761             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1762             {"R600",    CARD_ATI_RADEON_HD2900},
1763             {"RV670",   CARD_ATI_RADEON_HD2900},
1764             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1765             {"RV630",   CARD_ATI_RADEON_HD2600},
1766             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1767             {"RV610",   CARD_ATI_RADEON_HD2350},
1768             /* R500 */
1769             {"R580",    CARD_ATI_RADEON_X1600},
1770             {"R520",    CARD_ATI_RADEON_X1600},
1771             {"RV570",   CARD_ATI_RADEON_X1600},
1772             {"RV560",   CARD_ATI_RADEON_X1600},
1773             {"RV535",   CARD_ATI_RADEON_X1600},
1774             {"RV530",   CARD_ATI_RADEON_X1600},
1775             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1776             {"RV515",   CARD_ATI_RADEON_X700},
1777             /* R400 */
1778             {"R481",    CARD_ATI_RADEON_X700},
1779             {"R480",    CARD_ATI_RADEON_X700},
1780             {"R430",    CARD_ATI_RADEON_X700},
1781             {"R423",    CARD_ATI_RADEON_X700},
1782             {"R420",    CARD_ATI_RADEON_X700},
1783             {"R410",    CARD_ATI_RADEON_X700},
1784             {"RV410",   CARD_ATI_RADEON_X700},
1785             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1786             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1787             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1788             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1789             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1790             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1791             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1792             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1793             /* R300 */
1794             {"R360",    CARD_ATI_RADEON_9500},
1795             {"R350",    CARD_ATI_RADEON_9500},
1796             {"R300",    CARD_ATI_RADEON_9500},
1797             {"RV370",   CARD_ATI_RADEON_9500},
1798             {"RV360",   CARD_ATI_RADEON_9500},
1799             {"RV351",   CARD_ATI_RADEON_9500},
1800             {"RV350",   CARD_ATI_RADEON_9500},
1801         };
1802
1803         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1804         {
1805             if (strstr(gl_renderer, cards[i].renderer))
1806                 return cards[i].id;
1807         }
1808     }
1809
1810     if (WINE_D3D9_CAPABLE(gl_info))
1811     {
1812         static const struct
1813         {
1814             const char *renderer;
1815             enum wined3d_pci_device id;
1816         }
1817         cards[] =
1818         {
1819             /* R700 */
1820             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1821             {"(RV790",  CARD_ATI_RADEON_HD4800},
1822             {"(RV770",  CARD_ATI_RADEON_HD4800},
1823             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1824             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1825             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1826             /* R600/R700 integrated */
1827             {"RS880",   CARD_ATI_RADEON_HD3200},
1828             {"RS780",   CARD_ATI_RADEON_HD3200},
1829             /* R600 */
1830             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1831             {"(R600",   CARD_ATI_RADEON_HD2900},
1832             {"(RV670",  CARD_ATI_RADEON_HD2900},
1833             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1834             {"(RV630",  CARD_ATI_RADEON_HD2600},
1835             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1836             {"(RV610",  CARD_ATI_RADEON_HD2350},
1837         };
1838
1839         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1840         {
1841             if (strstr(gl_renderer, cards[i].renderer))
1842                 return cards[i].id;
1843         }
1844     }
1845
1846     if (WINE_D3D8_CAPABLE(gl_info))
1847     {
1848         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1849     }
1850
1851     if (WINE_D3D7_CAPABLE(gl_info))
1852     {
1853         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1854     }
1855
1856     return CARD_ATI_RAGE_128PRO;
1857 }
1858
1859 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1860         const char *gl_renderer)
1861 {
1862     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1863     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1864     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1865     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1866     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1867     return CARD_NVIDIA_RIVA_128;
1868 }
1869
1870
1871 struct vendor_card_selection
1872 {
1873     enum wined3d_gl_vendor gl_vendor;
1874     enum wined3d_pci_vendor card_vendor;
1875     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1876     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1877 };
1878
1879 static const struct vendor_card_selection vendor_card_select_table[] =
1880 {
1881     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1882     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1883     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1884     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1885     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1886     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1887     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1888     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1889     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1890 };
1891
1892
1893 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1894         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1895 {
1896     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1897      * different GPUs with roughly the same features. In most cases GPUs from a
1898      * certain family differ in clockspeeds, the amount of video memory and the
1899      * number of shader pipelines.
1900      *
1901      * A Direct3D device object contains the PCI id (vendor + device) of the
1902      * videocard which is used for rendering. Various applications use this
1903      * information to get a rough estimation of the features of the card and
1904      * some might use it for enabling 3d effects only on certain types of
1905      * videocards. In some cases games might even use it to work around bugs
1906      * which happen on certain videocards/driver combinations. The problem is
1907      * that OpenGL only exposes a rendering string containing the name of the
1908      * videocard and not the PCI id.
1909      *
1910      * Various games depend on the PCI id, so somehow we need to provide one.
1911      * A simple option is to parse the renderer string and translate this to
1912      * the right PCI id. This is a lot of work because there are more than 200
1913      * GPUs just for Nvidia. Various cards share the same renderer string, so
1914      * the amount of code might be 'small' but there are quite a number of
1915      * exceptions which would make this a pain to maintain. Another way would
1916      * be to query the PCI id from the operating system (assuming this is the
1917      * videocard which is used for rendering which is not always the case).
1918      * This would work but it is not very portable. Second it would not work
1919      * well in, let's say, a remote X situation in which the amount of 3d
1920      * features which can be used is limited.
1921      *
1922      * As said most games only use the PCI id to get an indication of the
1923      * capabilities of the card. It doesn't really matter if the given id is
1924      * the correct one if we return the id of a card with similar 3d features.
1925      *
1926      * The code below checks the OpenGL capabilities of a videocard and matches
1927      * that to a certain level of Direct3D functionality. Once a card passes
1928      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1929      * least a GeforceFX. To give a better estimate we do a basic check on the
1930      * renderer string but if that won't pass we return a default card. This
1931      * way is better than maintaining a full card database as even without a
1932      * full database we can return a card with similar features. Second the
1933      * size of the database can be made quite small because when you know what
1934      * type of 3d functionality a card has, you know to which GPU family the
1935      * GPU must belong. Because of this you only have to check a small part of
1936      * the renderer string to distinguishes between different models from that
1937      * family.
1938      *
1939      * The code also selects a default amount of video memory which we will
1940      * use for an estimation of the amount of free texture memory. In case of
1941      * real D3D the amount of texture memory includes video memory and system
1942      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1943      * HyperMemory). We don't know how much system memory can be addressed by
1944      * the system but we can make a reasonable estimation about the amount of
1945      * video memory. If the value is slightly wrong it doesn't matter as we
1946      * didn't include AGP-like memory which makes the amount of addressable
1947      * memory higher and second OpenGL isn't that critical it moves to system
1948      * memory behind our backs if really needed. Note that the amount of video
1949      * memory can be overruled using a registry setting. */
1950
1951     int i;
1952
1953     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1954     {
1955         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1956             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1957                 continue;
1958         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1959         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1960     }
1961
1962     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1963                      *gl_vendor, *card_vendor);
1964
1965     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1966      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1967      * them a good generic choice. */
1968     *card_vendor = HW_VENDOR_NVIDIA;
1969     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1970     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1971     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1972     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1973     return CARD_NVIDIA_RIVA_128;
1974 }
1975
1976 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1977 {
1978     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1979     int vs_selected_mode, ps_selected_mode;
1980
1981     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1982     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1983             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1984     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1985     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1986             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1987     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1988     else return &ffp_fragment_pipeline;
1989 }
1990
1991 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1992 {
1993     int vs_selected_mode, ps_selected_mode;
1994
1995     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1996     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1997     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1998     return &none_shader_backend;
1999 }
2000
2001 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2002 {
2003     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2004     int vs_selected_mode, ps_selected_mode;
2005
2006     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2007     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2008             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2009     else return &ffp_blit;
2010 }
2011
2012 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2013 {
2014     DWORD ver;
2015
2016 #define USE_GL_FUNC(type, pfn, ext, replace) \
2017     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2018     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2019     else gl_info->pfn = NULL;
2020
2021     GL_EXT_FUNCS_GEN;
2022 #undef USE_GL_FUNC
2023
2024 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2025     WGL_EXT_FUNCS_GEN;
2026 #undef USE_GL_FUNC
2027 }
2028
2029 /* Context activation is done by the caller. */
2030 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2031 {
2032     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2033     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2034     const char *GL_Extensions    = NULL;
2035     const char *WGL_Extensions   = NULL;
2036     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2037     struct fragment_caps fragment_caps;
2038     enum wined3d_gl_vendor gl_vendor;
2039     enum wined3d_pci_vendor card_vendor;
2040     enum wined3d_pci_device device;
2041     GLint       gl_max;
2042     GLfloat     gl_floatv[2];
2043     unsigned    i;
2044     HDC         hdc;
2045     DWORD gl_version;
2046     size_t len;
2047
2048     TRACE_(d3d_caps)("(%p)\n", gl_info);
2049
2050     ENTER_GL();
2051
2052     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2053     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2054     if (!gl_renderer_str)
2055     {
2056         LEAVE_GL();
2057         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2058         return FALSE;
2059     }
2060
2061     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2062     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2063     if (!gl_vendor_str)
2064     {
2065         LEAVE_GL();
2066         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2067         return FALSE;
2068     }
2069
2070     /* Parse the GL_VERSION field into major and minor information */
2071     gl_version_str = (const char *)glGetString(GL_VERSION);
2072     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2073     if (!gl_version_str)
2074     {
2075         LEAVE_GL();
2076         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2077         return FALSE;
2078     }
2079     gl_version = wined3d_parse_gl_version(gl_version_str);
2080
2081     /*
2082      * Initialize openGL extension related variables
2083      *  with Default values
2084      */
2085     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2086     gl_info->limits.blends = 1;
2087     gl_info->limits.buffers = 1;
2088     gl_info->limits.textures = 1;
2089     gl_info->limits.fragment_samplers = 1;
2090     gl_info->limits.vertex_samplers = 0;
2091     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2092     gl_info->limits.sampler_stages = 1;
2093     gl_info->limits.glsl_vs_float_constants = 0;
2094     gl_info->limits.glsl_ps_float_constants = 0;
2095     gl_info->limits.arb_vs_float_constants = 0;
2096     gl_info->limits.arb_vs_native_constants = 0;
2097     gl_info->limits.arb_vs_instructions = 0;
2098     gl_info->limits.arb_vs_temps = 0;
2099     gl_info->limits.arb_ps_float_constants = 0;
2100     gl_info->limits.arb_ps_local_constants = 0;
2101     gl_info->limits.arb_ps_instructions = 0;
2102     gl_info->limits.arb_ps_temps = 0;
2103
2104     /* Retrieve opengl defaults */
2105     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2106     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2107     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2108
2109     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2110     gl_info->limits.lights = gl_max;
2111     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2112
2113     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2114     gl_info->limits.texture_size = gl_max;
2115     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2116
2117     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2118     gl_info->limits.pointsize_min = gl_floatv[0];
2119     gl_info->limits.pointsize_max = gl_floatv[1];
2120     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2121
2122     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2123     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2124     if (!GL_Extensions)
2125     {
2126         LEAVE_GL();
2127         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2128         return FALSE;
2129     }
2130
2131     LEAVE_GL();
2132
2133     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2134
2135     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2136
2137     while (*GL_Extensions)
2138     {
2139         const char *start;
2140
2141         while (isspace(*GL_Extensions)) ++GL_Extensions;
2142         start = GL_Extensions;
2143         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2144
2145         len = GL_Extensions - start;
2146         if (!len) continue;
2147
2148         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2149
2150         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2151         {
2152             if (len == strlen(EXTENSION_MAP[i].extension_string)
2153                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2154             {
2155                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2156                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2157                 break;
2158             }
2159         }
2160     }
2161
2162     /* Now work out what GL support this card really has */
2163     load_gl_funcs( gl_info, gl_version );
2164
2165     ENTER_GL();
2166
2167     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2168      * loading the functions, otherwise the code above will load the extension entry points instead of the
2169      * core functions, which may not work. */
2170     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2171     {
2172         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2173                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2174         {
2175             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2176             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2177         }
2178     }
2179
2180     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2181
2182     if (gl_info->supported[APPLE_FENCE])
2183     {
2184         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2185          * The apple extension interacts with some other apple exts. Disable the NV
2186          * extension if the apple one is support to prevent confusion in other parts
2187          * of the code. */
2188         gl_info->supported[NV_FENCE] = FALSE;
2189     }
2190     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2191     {
2192         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2193          *
2194          * The enums are the same:
2195          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2196          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2197          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2198          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2199          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2200          */
2201         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2202         {
2203             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2204             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2205         }
2206         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2207         {
2208             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2209             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2210         }
2211     }
2212     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2213     {
2214         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2215          * functionality. Prefer the ARB extension */
2216         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2217     }
2218     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2219     {
2220         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2221         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2222     }
2223     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2224     {
2225         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2226         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2227     }
2228     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2229     {
2230         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2231         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2232     }
2233     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2234     {
2235         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2236         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2237     }
2238     if (gl_info->supported[NV_TEXTURE_SHADER2])
2239     {
2240         if (gl_info->supported[NV_REGISTER_COMBINERS])
2241         {
2242             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2243              * are supported. The nv extensions provide the same functionality as the
2244              * ATI one, and a bit more(signed pixelformats). */
2245             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2246         }
2247     }
2248
2249     if (gl_info->supported[NV_REGISTER_COMBINERS])
2250     {
2251         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2252         gl_info->limits.general_combiners = gl_max;
2253         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2254     }
2255     if (gl_info->supported[ARB_DRAW_BUFFERS])
2256     {
2257         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2258         gl_info->limits.buffers = gl_max;
2259         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2260     }
2261     if (gl_info->supported[ARB_MULTITEXTURE])
2262     {
2263         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2264         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2265         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2266
2267         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2268         {
2269             GLint tmp;
2270             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2271             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2272         }
2273         else
2274         {
2275             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2276         }
2277         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2278
2279         if (gl_info->supported[ARB_VERTEX_SHADER])
2280         {
2281             GLint tmp;
2282             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2283             gl_info->limits.vertex_samplers = tmp;
2284             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2285             gl_info->limits.combined_samplers = tmp;
2286
2287             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2288              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2289              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2290              * shader is used with fixed function vertex processing we're fine too because fixed function
2291              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2292              * used we have to make sure that all vertex sampler setups are valid together with all
2293              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2294              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2295              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2296              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2297              * a fixed function pipeline anymore.
2298              *
2299              * So this is just a check to check that our assumption holds true. If not, write a warning
2300              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2301             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2302                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2303             {
2304                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2305                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2306                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2307                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2308                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2309                 else
2310                     gl_info->limits.vertex_samplers = 0;
2311             }
2312         }
2313         else
2314         {
2315             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2316         }
2317         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2318         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2319     }
2320     if (gl_info->supported[ARB_VERTEX_BLEND])
2321     {
2322         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2323         gl_info->limits.blends = gl_max;
2324         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2325     }
2326     if (gl_info->supported[EXT_TEXTURE3D])
2327     {
2328         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2329         gl_info->limits.texture3d_size = gl_max;
2330         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2331     }
2332     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2333     {
2334         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2335         gl_info->limits.anisotropy = gl_max;
2336         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2337     }
2338     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2339     {
2340         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2341         gl_info->limits.arb_ps_float_constants = gl_max;
2342         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2343         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2344         gl_info->limits.arb_ps_native_constants = gl_max;
2345         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2346                 gl_info->limits.arb_ps_native_constants);
2347         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2348         gl_info->limits.arb_ps_temps = gl_max;
2349         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2350         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2351         gl_info->limits.arb_ps_instructions = gl_max;
2352         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2353         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2354         gl_info->limits.arb_ps_local_constants = gl_max;
2355         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2356     }
2357     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2358     {
2359         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2360         gl_info->limits.arb_vs_float_constants = gl_max;
2361         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2362         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2363         gl_info->limits.arb_vs_native_constants = gl_max;
2364         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2365                 gl_info->limits.arb_vs_native_constants);
2366         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2367         gl_info->limits.arb_vs_temps = gl_max;
2368         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2369         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2370         gl_info->limits.arb_vs_instructions = gl_max;
2371         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2372
2373         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2374     }
2375     if (gl_info->supported[ARB_VERTEX_SHADER])
2376     {
2377         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2378         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2379         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2380     }
2381     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2382     {
2383         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2384         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2385         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2386         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2387         gl_info->limits.glsl_varyings = gl_max;
2388         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2389     }
2390     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2391     {
2392         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2393         unsigned int major, minor;
2394
2395         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2396
2397         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2398         sscanf(str, "%u.%u", &major, &minor);
2399         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2400     }
2401     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2402     {
2403         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2404     }
2405     else
2406     {
2407         gl_info->limits.shininess = 128.0f;
2408     }
2409     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2410     {
2411         /* If we have full NP2 texture support, disable
2412          * GL_ARB_texture_rectangle because we will never use it.
2413          * This saves a few redundant glDisable calls. */
2414         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2415     }
2416     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2417     {
2418         /* Disable NV_register_combiners and fragment shader if this is supported.
2419          * generally the NV extensions are preferred over the ATI ones, and this
2420          * extension is disabled if register_combiners and texture_shader2 are both
2421          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2422          * fragment processing support. */
2423         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2424         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2425         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2426         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2427     }
2428     if (gl_info->supported[NV_HALF_FLOAT])
2429     {
2430         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2431         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2432     }
2433     if (gl_info->supported[ARB_POINT_SPRITE])
2434     {
2435         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2436     }
2437     else
2438     {
2439         gl_info->limits.point_sprite_units = 0;
2440     }
2441     checkGLcall("extension detection");
2442
2443     LEAVE_GL();
2444
2445     adapter->fragment_pipe = select_fragment_implementation(adapter);
2446     adapter->shader_backend = select_shader_backend(adapter);
2447     adapter->blitter = select_blit_implementation(adapter);
2448
2449     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2450     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2451     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2452
2453     /* In some cases the number of texture stages can be larger than the number
2454      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2455      * shaders), but 8 texture stages (register combiners). */
2456     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2457
2458     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2459     {
2460         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2461         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2462         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2463         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2464         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2465         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2466         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2467         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2468         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2469         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2470         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2471         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2472         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2473         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2474         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2475         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2476         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2477         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2478         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2479     }
2480     else
2481     {
2482         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2483         {
2484             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2485             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2486             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2487             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2488             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2489             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2490             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2491             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2492             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2493             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2494             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2495             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2496             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2497             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2498             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2499             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2500             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2501         }
2502         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2503         {
2504             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2505             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2506         }
2507         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2508         {
2509             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2510         }
2511         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2512         {
2513             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2514         }
2515     }
2516
2517     /* MRTs are currently only supported when FBOs are used. */
2518     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2519     {
2520         gl_info->limits.buffers = 1;
2521     }
2522
2523     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2524     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2525     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2526
2527     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2528     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2529
2530     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2531     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2532             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2533     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2534     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2535             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2536     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2537             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2538
2539     /* Make sure there's an active HDC else the WGL extensions will fail */
2540     hdc = pwglGetCurrentDC();
2541     if (hdc) {
2542         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2543         if(GL_EXTCALL(wglGetExtensionsStringARB))
2544             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2545
2546         if (!WGL_Extensions)
2547         {
2548             ERR("   WGL_Extensions returns NULL\n");
2549         }
2550         else
2551         {
2552             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2553             while (*WGL_Extensions)
2554             {
2555                 const char *Start;
2556                 char ThisExtn[256];
2557
2558                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2559                 Start = WGL_Extensions;
2560                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2561
2562                 len = WGL_Extensions - Start;
2563                 if (!len || len >= sizeof(ThisExtn))
2564                     continue;
2565
2566                 memcpy(ThisExtn, Start, len);
2567                 ThisExtn[len] = '\0';
2568                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2569
2570                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2571                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2572                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2573                 }
2574                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2575                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2576                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2577                 }
2578             }
2579         }
2580     }
2581
2582     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2583     init_driver_info(driver_info, card_vendor, device);
2584     add_gl_compat_wrappers(gl_info);
2585
2586     return TRUE;
2587 }
2588
2589 /**********************************************************
2590  * IWineD3D implementation follows
2591  **********************************************************/
2592
2593 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2594     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2595
2596     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2597
2598     return This->adapter_count;
2599 }
2600
2601 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2602 {
2603     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2604
2605     return WINED3D_OK;
2606 }
2607
2608 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2609     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2610
2611     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2612
2613     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2614         return NULL;
2615     }
2616
2617     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2618 }
2619
2620 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2621      of the same bpp but different resolutions                                  */
2622
2623 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2624 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2625 {
2626     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2627
2628     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2629
2630     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2631         return 0;
2632     }
2633
2634     /* TODO: Store modes per adapter and read it from the adapter structure */
2635     if (Adapter == 0)
2636     {
2637         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2638         UINT format_bits = format->byte_count * CHAR_BIT;
2639         unsigned int i = 0;
2640         unsigned int j = 0;
2641         DEVMODEW mode;
2642
2643         memset(&mode, 0, sizeof(mode));
2644         mode.dmSize = sizeof(mode);
2645
2646         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2647         {
2648             ++j;
2649
2650             if (format_id == WINED3DFMT_UNKNOWN)
2651             {
2652                 /* This is for D3D8, do not enumerate P8 here */
2653                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2654             }
2655             else if (mode.dmBitsPerPel == format_bits)
2656             {
2657                 ++i;
2658             }
2659         }
2660
2661         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2662         return i;
2663     } else {
2664         FIXME_(d3d_caps)("Adapter not primary display\n");
2665     }
2666     return 0;
2667 }
2668
2669 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2670 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2671         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2672 {
2673     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2674
2675     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2676             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2677
2678     /* Validate the parameters as much as possible */
2679     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2680             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2681     {
2682         return WINED3DERR_INVALIDCALL;
2683     }
2684
2685     /* TODO: Store modes per adapter and read it from the adapter structure */
2686     if (Adapter == 0)
2687     {
2688         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2689         UINT format_bits = format->byte_count * CHAR_BIT;
2690         DEVMODEW DevModeW;
2691         int ModeIdx = 0;
2692         UINT i = 0;
2693         int j = 0;
2694
2695         ZeroMemory(&DevModeW, sizeof(DevModeW));
2696         DevModeW.dmSize = sizeof(DevModeW);
2697
2698         /* If we are filtering to a specific format (D3D9), then need to skip
2699            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2700            just count through the ones with valid bit depths */
2701         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2702         {
2703             if (format_id == WINED3DFMT_UNKNOWN)
2704             {
2705                 /* This is for D3D8, do not enumerate P8 here */
2706                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2707             }
2708             else if (DevModeW.dmBitsPerPel == format_bits)
2709             {
2710                 ++i;
2711             }
2712         }
2713
2714         if (!i)
2715         {
2716             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2717             return WINED3DERR_INVALIDCALL;
2718         }
2719         ModeIdx = j - 1;
2720
2721         /* Now get the display mode via the calculated index */
2722         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2723             pMode->Width        = DevModeW.dmPelsWidth;
2724             pMode->Height       = DevModeW.dmPelsHeight;
2725             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2726             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2727                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2728
2729             if (format_id == WINED3DFMT_UNKNOWN)
2730                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2731             else
2732                 pMode->Format = format_id;
2733         }
2734         else
2735         {
2736             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2737             return WINED3DERR_INVALIDCALL;
2738         }
2739
2740         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2741                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2742                 DevModeW.dmBitsPerPel);
2743
2744     }
2745     else
2746     {
2747         FIXME_(d3d_caps)("Adapter not primary display\n");
2748     }
2749
2750     return WINED3D_OK;
2751 }
2752
2753 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2754 {
2755     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2756
2757     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2758         return WINED3DERR_INVALIDCALL;
2759
2760     if (Adapter == 0) { /* Display */
2761         int bpp = 0;
2762         DEVMODEW DevModeW;
2763
2764         ZeroMemory(&DevModeW, sizeof(DevModeW));
2765         DevModeW.dmSize = sizeof(DevModeW);
2766
2767         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2768         pMode->Width        = DevModeW.dmPelsWidth;
2769         pMode->Height       = DevModeW.dmPelsHeight;
2770         bpp                 = DevModeW.dmBitsPerPel;
2771         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2772         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2773         {
2774             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2775         }
2776
2777         pMode->Format = pixelformat_for_depth(bpp);
2778     } else {
2779         FIXME_(d3d_caps)("Adapter not primary display\n");
2780     }
2781
2782     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2783           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2784     return WINED3D_OK;
2785 }
2786
2787 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2788    and fields being inserted in the middle, a new structure is used in place    */
2789 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2790         UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2791 {
2792     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2793     struct wined3d_adapter *adapter;
2794     size_t len;
2795
2796     TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2797
2798     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2799         return WINED3DERR_INVALIDCALL;
2800     }
2801
2802     adapter = &This->adapters[Adapter];
2803
2804     /* Return the information requested */
2805     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2806
2807     if (pIdentifier->driver_size)
2808     {
2809         const char *name = adapter->driver_info.name;
2810         len = min(strlen(name), pIdentifier->driver_size - 1);
2811         memcpy(pIdentifier->driver, name, len);
2812         pIdentifier->driver[len] = '\0';
2813     }
2814
2815     if (pIdentifier->description_size)
2816     {
2817         const char *description = adapter->driver_info.description;
2818         len = min(strlen(description), pIdentifier->description_size - 1);
2819         memcpy(pIdentifier->description, description, len);
2820         pIdentifier->description[len] = '\0';
2821     }
2822
2823     /* Note that d3d8 doesn't supply a device name. */
2824     if (pIdentifier->device_name_size)
2825     {
2826         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2827
2828         len = strlen(device_name);
2829         if (len >= pIdentifier->device_name_size)
2830         {
2831             ERR("Device name size too small.\n");
2832             return WINED3DERR_INVALIDCALL;
2833         }
2834
2835         memcpy(pIdentifier->device_name, device_name, len);
2836         pIdentifier->device_name[len] = '\0';
2837     }
2838
2839     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2840     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2841     pIdentifier->vendor_id = adapter->driver_info.vendor;
2842     pIdentifier->device_id = adapter->driver_info.device;
2843     pIdentifier->subsystem_id = 0;
2844     pIdentifier->revision = 0;
2845     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2846     pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2847     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2848     pIdentifier->video_memory = adapter->TextureRam;
2849
2850     return WINED3D_OK;
2851 }
2852
2853 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2854         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2855 {
2856     short redSize, greenSize, blueSize, alphaSize, colorBits;
2857
2858     if(!cfg)
2859         return FALSE;
2860
2861     /* Float formats need FBOs. If FBOs are used this function isn't called */
2862     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2863
2864     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2865         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2866         {
2867             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2868             return FALSE;
2869         }
2870
2871         if(cfg->redSize < redSize)
2872             return FALSE;
2873
2874         if(cfg->greenSize < greenSize)
2875             return FALSE;
2876
2877         if(cfg->blueSize < blueSize)
2878             return FALSE;
2879
2880         if(cfg->alphaSize < alphaSize)
2881             return FALSE;
2882
2883         return TRUE;
2884     }
2885
2886     /* Probably a RGBA_float or color index mode */
2887     return FALSE;
2888 }
2889
2890 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2891         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2892 {
2893     short depthSize, stencilSize;
2894     BOOL lockable = FALSE;
2895
2896     if(!cfg)
2897         return FALSE;
2898
2899     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2900     {
2901         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2902         return FALSE;
2903     }
2904
2905     /* Float formats need FBOs. If FBOs are used this function isn't called */
2906     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2907
2908     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2909         lockable = TRUE;
2910
2911     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2912      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2913      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2914     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2915         return FALSE;
2916
2917     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2918      * allow more stencil bits than requested. */
2919     if(cfg->stencilSize < stencilSize)
2920         return FALSE;
2921
2922     return TRUE;
2923 }
2924
2925 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2926         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2927         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2928 {
2929     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2930     int nCfgs;
2931     const WineD3D_PixelFormat *cfgs;
2932     const struct wined3d_adapter *adapter;
2933     const struct wined3d_format *rt_format;
2934     const struct wined3d_format *ds_format;
2935     int it;
2936
2937     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2938            This, Adapter,
2939            DeviceType, debug_d3ddevicetype(DeviceType),
2940            AdapterFormat, debug_d3dformat(AdapterFormat),
2941            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2942            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2943
2944     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2945         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2946         return WINED3DERR_INVALIDCALL;
2947     }
2948
2949     adapter = &This->adapters[Adapter];
2950     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2951     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2952     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2953     {
2954         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2955                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2956         {
2957             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2958             return WINED3D_OK;
2959         }
2960     }
2961     else
2962     {
2963         cfgs = adapter->cfgs;
2964         nCfgs = adapter->nCfgs;
2965         for (it = 0; it < nCfgs; ++it)
2966         {
2967             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2968             {
2969                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2970                 {
2971                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2972                     return WINED3D_OK;
2973                 }
2974             }
2975         }
2976     }
2977     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2978
2979     return WINED3DERR_NOTAVAILABLE;
2980 }
2981
2982 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2983         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2984         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2985 {
2986     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2987     const struct wined3d_adapter *adapter;
2988     const struct wined3d_format *format;
2989
2990     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2991           This,
2992           Adapter,
2993           DeviceType, debug_d3ddevicetype(DeviceType),
2994           SurfaceFormat, debug_d3dformat(SurfaceFormat),
2995           Windowed,
2996           MultiSampleType,
2997           pQualityLevels);
2998
2999     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3000         return WINED3DERR_INVALIDCALL;
3001     }
3002
3003     /* TODO: handle Windowed, add more quality levels */
3004
3005     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3006         if(pQualityLevels) *pQualityLevels = 1;
3007         return WINED3D_OK;
3008     }
3009
3010     /* By default multisampling is disabled right now as it causes issues
3011      * on some Nvidia driver versions and it doesn't work well in combination
3012      * with FBOs yet. */
3013     if(!wined3d_settings.allow_multisampling)
3014         return WINED3DERR_NOTAVAILABLE;
3015
3016     adapter = &This->adapters[Adapter];
3017     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3018     if (!format) return WINED3DERR_INVALIDCALL;
3019
3020     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3021     {
3022         int i, nCfgs;
3023         const WineD3D_PixelFormat *cfgs;
3024
3025         cfgs = adapter->cfgs;
3026         nCfgs = adapter->nCfgs;
3027         for(i=0; i<nCfgs; i++) {
3028             if(cfgs[i].numSamples != MultiSampleType)
3029                 continue;
3030
3031             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3032                 continue;
3033
3034             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3035
3036             if(pQualityLevels)
3037                 *pQualityLevels = 1; /* Guess at a value! */
3038             return WINED3D_OK;
3039         }
3040     }
3041     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3042     {
3043         short redSize, greenSize, blueSize, alphaSize, colorBits;
3044         int i, nCfgs;
3045         const WineD3D_PixelFormat *cfgs;
3046
3047         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3048         {
3049             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3050             return WINED3DERR_NOTAVAILABLE;
3051         }
3052
3053         cfgs = adapter->cfgs;
3054         nCfgs = adapter->nCfgs;
3055         for(i=0; i<nCfgs; i++) {
3056             if(cfgs[i].numSamples != MultiSampleType)
3057                 continue;
3058             if(cfgs[i].redSize != redSize)
3059                 continue;
3060             if(cfgs[i].greenSize != greenSize)
3061                 continue;
3062             if(cfgs[i].blueSize != blueSize)
3063                 continue;
3064             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3065             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3066                 continue;
3067             if (cfgs[i].colorSize != (format->byte_count << 3))
3068                 continue;
3069
3070             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3071
3072             if(pQualityLevels)
3073                 *pQualityLevels = 1; /* Guess at a value! */
3074             return WINED3D_OK;
3075         }
3076     }
3077     return WINED3DERR_NOTAVAILABLE;
3078 }
3079
3080 /* Check if we support bumpmapping for a format */
3081 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3082 {
3083     /* Ask the fixed function pipeline implementation if it can deal
3084      * with the conversion. If we've got a GL extension giving native
3085      * support this will be an identity conversion. */
3086     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3087             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3088 }
3089
3090 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3091 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3092         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3093 {
3094     int it=0;
3095
3096     /* Only allow depth/stencil formats */
3097     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3098
3099     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3100     {
3101         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3102         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3103     }
3104     else
3105     {
3106         /* Walk through all WGL pixel formats to find a match */
3107         for (it = 0; it < adapter->nCfgs; ++it)
3108         {
3109             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3110             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3111             {
3112                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3113                 {
3114                     return TRUE;
3115                 }
3116             }
3117         }
3118     }
3119
3120     return FALSE;
3121 }
3122
3123 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3124 {
3125     /* The flags entry of a format contains the filtering capability */
3126     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3127
3128     return FALSE;
3129 }
3130
3131 /* Check the render target capabilities of a format */
3132 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3133         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3134 {
3135     /* Filter out non-RT formats */
3136     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3137     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3138     {
3139         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3140         int it;
3141         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3142         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3143
3144         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3145         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3146
3147         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3148          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3149         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3150             TRACE_(d3d_caps)("[FAILED]\n");
3151             return FALSE;
3152         }
3153
3154         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3155          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3156         for (it = 0; it < adapter->nCfgs; ++it)
3157         {
3158             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3159                     &cfgs[it], check_format))
3160             {
3161                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3162                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3163                 return TRUE;
3164             }
3165         }
3166     }
3167     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3168     {
3169         /* For now return TRUE for FBOs until we have some proper checks.
3170          * Note that this function will only be called when the format is around for texturing. */
3171         return TRUE;
3172     }
3173     return FALSE;
3174 }
3175
3176 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3177 {
3178     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3179 }
3180
3181 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3182 {
3183     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3184      * doing the color fixup in shaders.
3185      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3186     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3187     {
3188         int vs_selected_mode;
3189         int ps_selected_mode;
3190         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3191
3192         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3193             TRACE_(d3d_caps)("[OK]\n");
3194             return TRUE;
3195         }
3196     }
3197
3198     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3199     return FALSE;
3200 }
3201
3202 /* Check if a format support blending in combination with pixel shaders */
3203 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3204         const struct wined3d_format *format)
3205 {
3206     /* The flags entry of a format contains the post pixel shader blending capability */
3207     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3208
3209     return FALSE;
3210 }
3211
3212 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3213 {
3214     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3215      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3216      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3217      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3218      * capability anyway.
3219      *
3220      * For now lets report this on all formats, but in the future we may want to
3221      * restrict it to some should games need that
3222      */
3223     return TRUE;
3224 }
3225
3226 /* Check if a texture format is supported on the given adapter */
3227 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3228 {
3229     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3230
3231     switch (format->id)
3232     {
3233         /*****
3234          *  supported: RGB(A) formats
3235          */
3236         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3237         case WINED3DFMT_B8G8R8A8_UNORM:
3238         case WINED3DFMT_B8G8R8X8_UNORM:
3239         case WINED3DFMT_B5G6R5_UNORM:
3240         case WINED3DFMT_B5G5R5X1_UNORM:
3241         case WINED3DFMT_B5G5R5A1_UNORM:
3242         case WINED3DFMT_B4G4R4A4_UNORM:
3243         case WINED3DFMT_A8_UNORM:
3244         case WINED3DFMT_B4G4R4X4_UNORM:
3245         case WINED3DFMT_R8G8B8A8_UNORM:
3246         case WINED3DFMT_R8G8B8X8_UNORM:
3247         case WINED3DFMT_B10G10R10A2_UNORM:
3248         case WINED3DFMT_R10G10B10A2_UNORM:
3249         case WINED3DFMT_R16G16_UNORM:
3250             TRACE_(d3d_caps)("[OK]\n");
3251             return TRUE;
3252
3253         case WINED3DFMT_B2G3R3_UNORM:
3254             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3255             return FALSE;
3256
3257         /*****
3258          *  Not supported: Palettized
3259          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3260          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3261          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3262          */
3263         case WINED3DFMT_P8_UINT:
3264         case WINED3DFMT_P8_UINT_A8_UNORM:
3265             return FALSE;
3266
3267         /*****
3268          *  Supported: (Alpha)-Luminance
3269          */
3270         case WINED3DFMT_L8_UNORM:
3271         case WINED3DFMT_L8A8_UNORM:
3272         case WINED3DFMT_L16_UNORM:
3273             TRACE_(d3d_caps)("[OK]\n");
3274             return TRUE;
3275
3276         /* Not supported on Windows, thus disabled */
3277         case WINED3DFMT_L4A4_UNORM:
3278             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3279             return FALSE;
3280
3281         /*****
3282          *  Supported: Depth/Stencil formats
3283          */
3284         case WINED3DFMT_D16_LOCKABLE:
3285         case WINED3DFMT_D16_UNORM:
3286         case WINED3DFMT_S1_UINT_D15_UNORM:
3287         case WINED3DFMT_X8D24_UNORM:
3288         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3289         case WINED3DFMT_D24_UNORM_S8_UINT:
3290         case WINED3DFMT_S8_UINT_D24_FLOAT:
3291         case WINED3DFMT_D32_UNORM:
3292         case WINED3DFMT_D32_FLOAT:
3293             return TRUE;
3294
3295         case WINED3DFMT_INTZ:
3296             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3297                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3298                 return TRUE;
3299             return FALSE;
3300
3301         /*****
3302          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3303          *  GL_NV_texture_shader). Emulated by shaders
3304          */
3305         case WINED3DFMT_R8G8_SNORM:
3306         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3307         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3308         case WINED3DFMT_R8G8B8A8_SNORM:
3309         case WINED3DFMT_R16G16_SNORM:
3310             /* Ask the shader backend if it can deal with the conversion. If
3311              * we've got a GL extension giving native support this will be an
3312              * identity conversion. */
3313             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3314             {
3315                 TRACE_(d3d_caps)("[OK]\n");
3316                 return TRUE;
3317             }
3318             TRACE_(d3d_caps)("[FAILED]\n");
3319             return FALSE;
3320
3321         case WINED3DFMT_DXT1:
3322         case WINED3DFMT_DXT2:
3323         case WINED3DFMT_DXT3:
3324         case WINED3DFMT_DXT4:
3325         case WINED3DFMT_DXT5:
3326             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3327             {
3328                 TRACE_(d3d_caps)("[OK]\n");
3329                 return TRUE;
3330             }
3331             TRACE_(d3d_caps)("[FAILED]\n");
3332             return FALSE;
3333
3334
3335         /*****
3336          *  Odd formats - not supported
3337          */
3338         case WINED3DFMT_VERTEXDATA:
3339         case WINED3DFMT_R16_UINT:
3340         case WINED3DFMT_R32_UINT:
3341         case WINED3DFMT_R16G16B16A16_SNORM:
3342         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3343         case WINED3DFMT_R10G11B11_SNORM:
3344             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3345             return FALSE;
3346
3347         /*****
3348          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3349          */
3350         case WINED3DFMT_R8G8_SNORM_Cx:
3351             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3352             return FALSE;
3353
3354         /* YUV formats */
3355         case WINED3DFMT_UYVY:
3356         case WINED3DFMT_YUY2:
3357             if (gl_info->supported[APPLE_YCBCR_422])
3358             {
3359                 TRACE_(d3d_caps)("[OK]\n");
3360                 return TRUE;
3361             }
3362             TRACE_(d3d_caps)("[FAILED]\n");
3363             return FALSE;
3364         case WINED3DFMT_YV12:
3365             TRACE_(d3d_caps)("[FAILED]\n");
3366             return FALSE;
3367
3368             /* Not supported */
3369         case WINED3DFMT_R16G16B16A16_UNORM:
3370         case WINED3DFMT_B2G3R3A8_UNORM:
3371             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3372             return FALSE;
3373
3374             /* Floating point formats */
3375         case WINED3DFMT_R16_FLOAT:
3376         case WINED3DFMT_R16G16_FLOAT:
3377         case WINED3DFMT_R16G16B16A16_FLOAT:
3378             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3379             {
3380                 TRACE_(d3d_caps)("[OK]\n");
3381                 return TRUE;
3382             }
3383             TRACE_(d3d_caps)("[FAILED]\n");
3384             return FALSE;
3385
3386         case WINED3DFMT_R32_FLOAT:
3387         case WINED3DFMT_R32G32_FLOAT:
3388         case WINED3DFMT_R32G32B32A32_FLOAT:
3389             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3390             {
3391                 TRACE_(d3d_caps)("[OK]\n");
3392                 return TRUE;
3393             }
3394             TRACE_(d3d_caps)("[FAILED]\n");
3395             return FALSE;
3396
3397         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3398          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3399          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3400          * We can do instancing with all shader versions, but we need vertex shaders.
3401          *
3402          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3403          * to enable instancing. WineD3D doesn't need that and just ignores it.
3404          *
3405          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3406          */
3407         case WINED3DFMT_INST:
3408             TRACE("ATI Instancing check hack\n");
3409             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3410             {
3411                 TRACE_(d3d_caps)("[OK]\n");
3412                 return TRUE;
3413             }
3414             TRACE_(d3d_caps)("[FAILED]\n");
3415             return FALSE;
3416
3417         /* Some weird FOURCC formats */
3418         case WINED3DFMT_R8G8_B8G8:
3419         case WINED3DFMT_G8R8_G8B8:
3420         case WINED3DFMT_MULTI2_ARGB8:
3421             TRACE_(d3d_caps)("[FAILED]\n");
3422             return FALSE;
3423
3424         /* Vendor specific formats */
3425         case WINED3DFMT_ATI2N:
3426             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3427                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3428             {
3429                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3430                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3431                 {
3432                     TRACE_(d3d_caps)("[OK]\n");
3433                     return TRUE;
3434                 }
3435
3436                 TRACE_(d3d_caps)("[OK]\n");
3437                 return TRUE;
3438             }
3439             TRACE_(d3d_caps)("[FAILED]\n");
3440             return FALSE;
3441
3442         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3443          * format MAKEFOURCC('N','V','D','B') is used.
3444          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3445          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3446          * to test value.
3447          */
3448         case WINED3DFMT_NVDB:
3449             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3450             {
3451                 TRACE_(d3d_caps)("[OK]\n");
3452                 return TRUE;
3453             }
3454             TRACE_(d3d_caps)("[FAILED]\n");
3455             return FALSE;
3456
3457         case WINED3DFMT_NVHU:
3458         case WINED3DFMT_NVHS:
3459             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3460              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3461              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3462              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3463              * Applications have to deal with not having NVHS and NVHU.
3464              */
3465             TRACE_(d3d_caps)("[FAILED]\n");
3466             return FALSE;
3467
3468         case WINED3DFMT_UNKNOWN:
3469             return FALSE;
3470
3471         default:
3472             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3473             break;
3474     }
3475     return FALSE;
3476 }
3477
3478 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3479         const struct wined3d_format *adapter_format,
3480         const struct wined3d_format *check_format,
3481         WINED3DSURFTYPE SurfaceType)
3482 {
3483     if (SurfaceType == SURFACE_GDI)
3484     {
3485         switch (check_format->id)
3486         {
3487             case WINED3DFMT_B8G8R8_UNORM:
3488             case WINED3DFMT_B8G8R8A8_UNORM:
3489             case WINED3DFMT_B8G8R8X8_UNORM:
3490             case WINED3DFMT_B5G6R5_UNORM:
3491             case WINED3DFMT_B5G5R5X1_UNORM:
3492             case WINED3DFMT_B5G5R5A1_UNORM:
3493             case WINED3DFMT_B4G4R4A4_UNORM:
3494             case WINED3DFMT_B2G3R3_UNORM:
3495             case WINED3DFMT_A8_UNORM:
3496             case WINED3DFMT_B2G3R3A8_UNORM:
3497             case WINED3DFMT_B4G4R4X4_UNORM:
3498             case WINED3DFMT_R10G10B10A2_UNORM:
3499             case WINED3DFMT_R8G8B8A8_UNORM:
3500             case WINED3DFMT_R8G8B8X8_UNORM:
3501             case WINED3DFMT_R16G16_UNORM:
3502             case WINED3DFMT_B10G10R10A2_UNORM:
3503             case WINED3DFMT_R16G16B16A16_UNORM:
3504             case WINED3DFMT_P8_UINT:
3505                 TRACE_(d3d_caps)("[OK]\n");
3506                 return TRUE;
3507             default:
3508                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3509                 return FALSE;
3510         }
3511     }
3512
3513     /* All format that are supported for textures are supported for surfaces as well */
3514     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3515     /* All depth stencil formats are supported on surfaces */
3516     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3517
3518     /* If opengl can't process the format natively, the blitter may be able to convert it */
3519     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3520             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3521             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3522     {
3523         TRACE_(d3d_caps)("[OK]\n");
3524         return TRUE;
3525     }
3526
3527     /* Reject other formats */
3528     TRACE_(d3d_caps)("[FAILED]\n");
3529     return FALSE;
3530 }
3531
3532 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3533         const struct wined3d_format *format)
3534 {
3535     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3536 }
3537
3538 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3539         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3540         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3541 {
3542     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3543     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3544     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3545     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3546     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3547     DWORD UsageCaps = 0;
3548
3549     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3550           This,
3551           Adapter,
3552           DeviceType, debug_d3ddevicetype(DeviceType),
3553           AdapterFormat, debug_d3dformat(AdapterFormat),
3554           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3555           RType, debug_d3dresourcetype(RType),
3556           CheckFormat, debug_d3dformat(CheckFormat));
3557
3558     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3559         return WINED3DERR_INVALIDCALL;
3560     }
3561
3562     switch (RType)
3563     {
3564         case WINED3DRTYPE_CUBETEXTURE:
3565             /* Cubetexture allows:
3566              *      - WINED3DUSAGE_AUTOGENMIPMAP
3567              *      - WINED3DUSAGE_DEPTHSTENCIL
3568              *      - WINED3DUSAGE_DYNAMIC
3569              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3570              *      - WINED3DUSAGE_RENDERTARGET
3571              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3572              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3573              */
3574             if (SurfaceType != SURFACE_OPENGL)
3575             {
3576                 TRACE_(d3d_caps)("[FAILED]\n");
3577                 return WINED3DERR_NOTAVAILABLE;
3578             }
3579
3580             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3581             {
3582                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3583                 return WINED3DERR_NOTAVAILABLE;
3584             }
3585
3586             if (!CheckTextureCapability(adapter, format))
3587             {
3588                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3589                 return WINED3DERR_NOTAVAILABLE;
3590             }
3591
3592             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3593             {
3594                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3595                     /* When autogenmipmap isn't around continue and return
3596                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3597                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3598                 else
3599                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3600             }
3601
3602             /* Always report dynamic locking. */
3603             if (Usage & WINED3DUSAGE_DYNAMIC)
3604                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3605
3606             if (Usage & WINED3DUSAGE_RENDERTARGET)
3607             {
3608                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3609                 {
3610                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3611                     return WINED3DERR_NOTAVAILABLE;
3612                 }
3613                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3614             }
3615
3616             /* Always report software processing. */
3617             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3618                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3619
3620             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3621             {
3622                 if (!CheckFilterCapability(adapter, format))
3623                 {
3624                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3625                     return WINED3DERR_NOTAVAILABLE;
3626                 }
3627                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3628             }
3629
3630             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3631             {
3632                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3633                 {
3634                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3635                     return WINED3DERR_NOTAVAILABLE;
3636                 }
3637                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3638             }
3639
3640             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3641             {
3642                 if (!CheckSrgbReadCapability(adapter, format))
3643                 {
3644                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3645                     return WINED3DERR_NOTAVAILABLE;
3646                 }
3647                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3648             }
3649
3650             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3651             {
3652                 if (!CheckSrgbWriteCapability(adapter, format))
3653                 {
3654                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3655                     return WINED3DERR_NOTAVAILABLE;
3656                 }
3657                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3658             }
3659
3660             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3661             {
3662                 if (!CheckVertexTextureCapability(adapter, format))
3663                 {
3664                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3665                     return WINED3DERR_NOTAVAILABLE;
3666                 }
3667                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3668             }
3669
3670             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3671             {
3672                 if (!CheckWrapAndMipCapability(adapter, format))
3673                 {
3674                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3675                     return WINED3DERR_NOTAVAILABLE;
3676                 }
3677                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3678             }
3679             break;
3680
3681         case WINED3DRTYPE_SURFACE:
3682             /* Surface allows:
3683              *      - WINED3DUSAGE_DEPTHSTENCIL
3684              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3685              *      - WINED3DUSAGE_RENDERTARGET
3686              */
3687             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3688             {
3689                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3690                 return WINED3DERR_NOTAVAILABLE;
3691             }
3692
3693             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3694             {
3695                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3696                 {
3697                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3698                     return WINED3DERR_NOTAVAILABLE;
3699                 }
3700                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3701             }
3702
3703             if (Usage & WINED3DUSAGE_RENDERTARGET)
3704             {
3705                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3706                 {
3707                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3708                     return WINED3DERR_NOTAVAILABLE;
3709                 }
3710                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3711             }
3712
3713             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3714             {
3715                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3716                 {
3717                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3718                     return WINED3DERR_NOTAVAILABLE;
3719                 }
3720                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3721             }
3722             break;
3723
3724         case WINED3DRTYPE_TEXTURE:
3725             /* Texture allows:
3726              *      - WINED3DUSAGE_AUTOGENMIPMAP
3727              *      - WINED3DUSAGE_DEPTHSTENCIL
3728              *      - WINED3DUSAGE_DMAP
3729              *      - WINED3DUSAGE_DYNAMIC
3730              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3731              *      - WINED3DUSAGE_RENDERTARGET
3732              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3733              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3734              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3735              */
3736             if (SurfaceType != SURFACE_OPENGL)
3737             {
3738                 TRACE_(d3d_caps)("[FAILED]\n");
3739                 return WINED3DERR_NOTAVAILABLE;
3740             }
3741
3742             if (!CheckTextureCapability(adapter, format))
3743             {
3744                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3745                 return WINED3DERR_NOTAVAILABLE;
3746             }
3747
3748             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3749             {
3750                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3751                     /* When autogenmipmap isn't around continue and return
3752                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3753                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3754                 else
3755                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3756             }
3757
3758             /* Always report dynamic locking. */
3759             if (Usage & WINED3DUSAGE_DYNAMIC)
3760                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3761
3762             if (Usage & WINED3DUSAGE_RENDERTARGET)
3763             {
3764                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3765                 {
3766                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3767                     return WINED3DERR_NOTAVAILABLE;
3768                 }
3769                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3770             }
3771
3772             /* Always report software processing. */
3773             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3774                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3775
3776             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3777             {
3778                 if (!CheckFilterCapability(adapter, format))
3779                 {
3780                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3784             }
3785
3786             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3787             {
3788                 if (!CheckBumpMapCapability(adapter, format))
3789                 {
3790                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3791                     return WINED3DERR_NOTAVAILABLE;
3792                 }
3793                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3794             }
3795
3796             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3797             {
3798                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3799                 {
3800                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3801                     return WINED3DERR_NOTAVAILABLE;
3802                 }
3803                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3804             }
3805
3806             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3807             {
3808                 if (!CheckSrgbReadCapability(adapter, format))
3809                 {
3810                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3811                     return WINED3DERR_NOTAVAILABLE;
3812                 }
3813                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3814             }
3815
3816             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3817             {
3818                 if (!CheckSrgbWriteCapability(adapter, format))
3819                 {
3820                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3821                     return WINED3DERR_NOTAVAILABLE;
3822                 }
3823                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3824             }
3825
3826             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3827             {
3828                 if (!CheckVertexTextureCapability(adapter, format))
3829                 {
3830                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3831                     return WINED3DERR_NOTAVAILABLE;
3832                 }
3833                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3834             }
3835
3836             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3837             {
3838                 if (!CheckWrapAndMipCapability(adapter, format))
3839                 {
3840                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3841                     return WINED3DERR_NOTAVAILABLE;
3842                 }
3843                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3844             }
3845
3846             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3847             {
3848                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3849                 {
3850                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3851                     return WINED3DERR_NOTAVAILABLE;
3852                 }
3853                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3854                 {
3855                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3856                     return WINED3DERR_NOTAVAILABLE;
3857                 }
3858                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3859             }
3860             break;
3861
3862         case WINED3DRTYPE_VOLUMETEXTURE:
3863         case WINED3DRTYPE_VOLUME:
3864             /* Volume is to VolumeTexture what Surface is to Texture, but its
3865              * usage caps are not documented. Most driver seem to offer
3866              * (nearly) the same on Volume and VolumeTexture, so do that too.
3867              *
3868              * Volumetexture allows:
3869              *      - D3DUSAGE_DYNAMIC
3870              *      - D3DUSAGE_NONSECURE (d3d9ex)
3871              *      - D3DUSAGE_SOFTWAREPROCESSING
3872              *      - D3DUSAGE_QUERY_WRAPANDMIP
3873              */
3874             if (SurfaceType != SURFACE_OPENGL)
3875             {
3876                 TRACE_(d3d_caps)("[FAILED]\n");
3877                 return WINED3DERR_NOTAVAILABLE;
3878             }
3879
3880             if (!gl_info->supported[EXT_TEXTURE3D])
3881             {
3882                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3883                 return WINED3DERR_NOTAVAILABLE;
3884             }
3885
3886             if (!CheckTextureCapability(adapter, format))
3887             {
3888                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3889                 return WINED3DERR_NOTAVAILABLE;
3890             }
3891
3892             /* Filter formats that need conversion; For one part, this
3893              * conversion is unimplemented, and volume textures are huge, so
3894              * it would be a big performance hit. Unless we hit an application
3895              * needing one of those formats, don't advertize them to avoid
3896              * leading applications into temptation. The windows drivers don't
3897              * support most of those formats on volumes anyway, except for
3898              * WINED3DFMT_R32_FLOAT. */
3899             switch (CheckFormat)
3900             {
3901                 case WINED3DFMT_P8_UINT:
3902                 case WINED3DFMT_L4A4_UNORM:
3903                 case WINED3DFMT_R32_FLOAT:
3904                 case WINED3DFMT_R16_FLOAT:
3905                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3906                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3907                 case WINED3DFMT_R16G16_UNORM:
3908                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3909                     return WINED3DERR_NOTAVAILABLE;
3910
3911                 case WINED3DFMT_R8G8B8A8_SNORM:
3912                 case WINED3DFMT_R16G16_SNORM:
3913                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3914                     {
3915                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3916                         return WINED3DERR_NOTAVAILABLE;
3917                     }
3918                     break;
3919
3920                 case WINED3DFMT_R8G8_SNORM:
3921                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3922                     {
3923                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3924                         return WINED3DERR_NOTAVAILABLE;
3925                     }
3926                     break;
3927
3928                 case WINED3DFMT_DXT1:
3929                 case WINED3DFMT_DXT2:
3930                 case WINED3DFMT_DXT3:
3931                 case WINED3DFMT_DXT4:
3932                 case WINED3DFMT_DXT5:
3933                     /* The GL_EXT_texture_compression_s3tc spec requires that
3934                      * loading an s3tc compressed texture results in an error.
3935                      * While the D3D refrast does support s3tc volumes, at
3936                      * least the nvidia windows driver does not, so we're free
3937                      * not to support this format. */
3938                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3939                     return WINED3DERR_NOTAVAILABLE;
3940
3941                 default:
3942                     /* Do nothing, continue with checking the format below */
3943                     break;
3944             }
3945
3946             /* Always report dynamic locking. */
3947             if (Usage & WINED3DUSAGE_DYNAMIC)
3948                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3949
3950             /* Always report software processing. */
3951             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3952                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3953
3954             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3955             {
3956                 if (!CheckFilterCapability(adapter, format))
3957                 {
3958                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3959                     return WINED3DERR_NOTAVAILABLE;
3960                 }
3961                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3962             }
3963
3964             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3965             {
3966                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3967                 {
3968                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3969                     return WINED3DERR_NOTAVAILABLE;
3970                 }
3971                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3972             }
3973
3974             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3975             {
3976                 if (!CheckSrgbReadCapability(adapter, format))
3977                 {
3978                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3979                     return WINED3DERR_NOTAVAILABLE;
3980                 }
3981                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3982             }
3983
3984             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3985             {
3986                 if (!CheckSrgbWriteCapability(adapter, format))
3987                 {
3988                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3989                     return WINED3DERR_NOTAVAILABLE;
3990                 }
3991                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3992             }
3993
3994             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3995             {
3996                 if (!CheckVertexTextureCapability(adapter, format))
3997                 {
3998                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3999                     return WINED3DERR_NOTAVAILABLE;
4000                 }
4001                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4002             }
4003
4004             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4005             {
4006                 if (!CheckWrapAndMipCapability(adapter, format))
4007                 {
4008                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4009                     return WINED3DERR_NOTAVAILABLE;
4010                 }
4011                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4012             }
4013             break;
4014
4015         default:
4016             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4017             return WINED3DERR_NOTAVAILABLE;
4018     }
4019
4020     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4021      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4022      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4023     if (UsageCaps == Usage)
4024         return WINED3D_OK;
4025     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4026         return WINED3DOK_NOAUTOGEN;
4027
4028     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4029             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4030
4031     return WINED3DERR_NOTAVAILABLE;
4032 }
4033
4034 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4035         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4036 {
4037     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4038             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4039             debug_d3dformat(dst_format));
4040
4041     return WINED3D_OK;
4042 }
4043
4044 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4045         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4046 {
4047     UINT mode_count;
4048     HRESULT hr;
4049
4050     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4051             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4052             debug_d3dformat(backbuffer_format), windowed);
4053
4054     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4055     {
4056         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4057         return WINED3DERR_INVALIDCALL;
4058     }
4059
4060     /* The task of this function is to check whether a certain display / backbuffer format
4061      * combination is available on the given adapter. In fullscreen mode microsoft specified
4062      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4063      * and display format should match exactly.
4064      * In windowed mode format conversion can occur and this depends on the driver. When format
4065      * conversion is done, this function should nevertheless fail and applications need to use
4066      * CheckDeviceFormatConversion.
4067      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4068
4069     /* There are only 4 display formats. */
4070     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4071             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4072             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4073             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4074     {
4075         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4076         return WINED3DERR_NOTAVAILABLE;
4077     }
4078
4079     /* If the requested display format is not available, don't continue. */
4080     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4081     if (!mode_count)
4082     {
4083         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4084         return WINED3DERR_NOTAVAILABLE;
4085     }
4086
4087     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4088      * it means 'reuse' the display format for the backbuffer. */
4089     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4090     {
4091         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4092         return WINED3DERR_NOTAVAILABLE;
4093     }
4094
4095     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4096      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4097     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4098     {
4099         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4100                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4101         return WINED3DERR_NOTAVAILABLE;
4102     }
4103
4104     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4105      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4106      * WINED3DFMT_B5G5R5A1_UNORM. */
4107     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4108             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4109     {
4110         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4111                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4112         return WINED3DERR_NOTAVAILABLE;
4113     }
4114
4115     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4116      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4117      * WINED3DFMT_B8G8R8A8_UNORM. */
4118     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4119             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4120     {
4121         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4122                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4123         return WINED3DERR_NOTAVAILABLE;
4124     }
4125
4126     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4127      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4128     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4129             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4130     {
4131         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4132                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4133         return WINED3DERR_NOTAVAILABLE;
4134     }
4135
4136     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4137     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4138             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4139     if (FAILED(hr))
4140         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4141                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4142
4143     return hr;
4144 }
4145
4146 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4147       subset of a D3DCAPS9 structure. However, it has to come via a void *
4148       as the d3d8 interface cannot import the d3d9 header                  */
4149 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4150
4151     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4152     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4153     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4154     int vs_selected_mode;
4155     int ps_selected_mode;
4156     struct shader_caps shader_caps;
4157     struct fragment_caps fragment_caps;
4158     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4159
4160     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4161
4162     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4163         return WINED3DERR_INVALIDCALL;
4164     }
4165
4166     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4167
4168     /* ------------------------------------------------
4169        The following fields apply to both d3d8 and d3d9
4170        ------------------------------------------------ */
4171     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4172     pCaps->AdapterOrdinal          = Adapter;
4173
4174     pCaps->Caps                    = 0;
4175     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4176                                      WINED3DCAPS2_FULLSCREENGAMMA |
4177                                      WINED3DCAPS2_DYNAMICTEXTURES;
4178     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4179     {
4180         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4181     }
4182
4183     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4184                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4185                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4186
4187     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4188                                      WINED3DPRESENT_INTERVAL_ONE;
4189
4190     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4191                                      WINED3DCURSORCAPS_LOWRES;
4192
4193     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4194                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4195                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4196                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4197                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4198                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4199                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4200                                      WINED3DDEVCAPS_PUREDEVICE          |
4201                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4202                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4203                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4204                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4205                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4206                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4207                                      WINED3DDEVCAPS_RTPATCHES;
4208
4209     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4210                                      WINED3DPMISCCAPS_CULLCCW               |
4211                                      WINED3DPMISCCAPS_CULLCW                |
4212                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4213                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4214                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4215                                      WINED3DPMISCCAPS_MASKZ                 |
4216                                      WINED3DPMISCCAPS_BLENDOP               |
4217                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4218                                     /* TODO:
4219                                         WINED3DPMISCCAPS_NULLREFERENCE
4220                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4221                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4222                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4223
4224     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4225         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4226     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4227         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4228
4229     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4230                                      WINED3DPRASTERCAPS_PAT       |
4231                                      WINED3DPRASTERCAPS_WFOG      |
4232                                      WINED3DPRASTERCAPS_ZFOG      |
4233                                      WINED3DPRASTERCAPS_FOGVERTEX |
4234                                      WINED3DPRASTERCAPS_FOGTABLE  |
4235                                      WINED3DPRASTERCAPS_STIPPLE   |
4236                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4237                                      WINED3DPRASTERCAPS_ZTEST     |
4238                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4239                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4240                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4241
4242     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4243     {
4244         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4245                              WINED3DPRASTERCAPS_ZBIAS         |
4246                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4247     }
4248     if (gl_info->supported[NV_FOG_DISTANCE])
4249     {
4250         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4251     }
4252                         /* FIXME Add:
4253                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4254                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4255                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4256                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4257                            WINED3DPRASTERCAPS_WBUFFER */
4258
4259     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4260                       WINED3DPCMPCAPS_EQUAL        |
4261                       WINED3DPCMPCAPS_GREATER      |
4262                       WINED3DPCMPCAPS_GREATEREQUAL |
4263                       WINED3DPCMPCAPS_LESS         |
4264                       WINED3DPCMPCAPS_LESSEQUAL    |
4265                       WINED3DPCMPCAPS_NEVER        |
4266                       WINED3DPCMPCAPS_NOTEQUAL;
4267
4268     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4269                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4270                            WINED3DPBLENDCAPS_DESTALPHA       |
4271                            WINED3DPBLENDCAPS_DESTCOLOR       |
4272                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4273                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4274                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4275                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4276                            WINED3DPBLENDCAPS_ONE             |
4277                            WINED3DPBLENDCAPS_SRCALPHA        |
4278                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4279                            WINED3DPBLENDCAPS_SRCCOLOR        |
4280                            WINED3DPBLENDCAPS_ZERO;
4281
4282     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4283                            WINED3DPBLENDCAPS_DESTCOLOR       |
4284                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4285                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4286                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4287                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4288                            WINED3DPBLENDCAPS_ONE             |
4289                            WINED3DPBLENDCAPS_SRCALPHA        |
4290                            WINED3DPBLENDCAPS_SRCCOLOR        |
4291                            WINED3DPBLENDCAPS_ZERO;
4292     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4293      * according to the glBlendFunc manpage
4294      *
4295      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4296      * legacy settings for srcblend only
4297      */
4298
4299     if (gl_info->supported[EXT_BLEND_COLOR])
4300     {
4301         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4302         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4303     }
4304
4305
4306     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4307                           WINED3DPCMPCAPS_EQUAL        |
4308                           WINED3DPCMPCAPS_GREATER      |
4309                           WINED3DPCMPCAPS_GREATEREQUAL |
4310                           WINED3DPCMPCAPS_LESS         |
4311                           WINED3DPCMPCAPS_LESSEQUAL    |
4312                           WINED3DPCMPCAPS_NEVER        |
4313                           WINED3DPCMPCAPS_NOTEQUAL;
4314
4315     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4316                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4317                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4318                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4319                            WINED3DPSHADECAPS_COLORFLATRGB       |
4320                            WINED3DPSHADECAPS_FOGFLAT            |
4321                            WINED3DPSHADECAPS_FOGGOURAUD         |
4322                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4323
4324     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4325                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4326                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4327                           WINED3DPTEXTURECAPS_BORDER             |
4328                           WINED3DPTEXTURECAPS_MIPMAP             |
4329                           WINED3DPTEXTURECAPS_PROJECTED          |
4330                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4331
4332     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4333     {
4334         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4335                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4336     }
4337
4338     if (gl_info->supported[EXT_TEXTURE3D])
4339     {
4340         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4341                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4342                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4343     }
4344
4345     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4346     {
4347         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4348                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4349                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4350
4351     }
4352
4353     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4354                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4355                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4356                                WINED3DPTFILTERCAPS_MINFPOINT        |
4357                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4358                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4359                                WINED3DPTFILTERCAPS_LINEAR           |
4360                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4361                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4362                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4363                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4364                                WINED3DPTFILTERCAPS_NEAREST;
4365
4366     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4367     {
4368         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4369                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4370     }
4371
4372     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4373     {
4374         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4375                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4376                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4377                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4378                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4379                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4380                                        WINED3DPTFILTERCAPS_LINEAR           |
4381                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4382                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4383                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4384                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4385                                        WINED3DPTFILTERCAPS_NEAREST;
4386
4387         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4388         {
4389             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4390                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4391         }
4392     } else
4393         pCaps->CubeTextureFilterCaps = 0;
4394
4395     if (gl_info->supported[EXT_TEXTURE3D])
4396     {
4397         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4398                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4399                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4400                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4401                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4402                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4403                                          WINED3DPTFILTERCAPS_LINEAR           |
4404                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4405                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4406                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4407                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4408                                          WINED3DPTFILTERCAPS_NEAREST;
4409     } else
4410         pCaps->VolumeTextureFilterCaps = 0;
4411
4412     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4413                                  WINED3DPTADDRESSCAPS_CLAMP  |
4414                                  WINED3DPTADDRESSCAPS_WRAP;
4415
4416     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4417     {
4418         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4419     }
4420     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4421     {
4422         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4423     }
4424     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4425     {
4426         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4427     }
4428
4429     if (gl_info->supported[EXT_TEXTURE3D])
4430     {
4431         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4432                                            WINED3DPTADDRESSCAPS_CLAMP  |
4433                                            WINED3DPTADDRESSCAPS_WRAP;
4434         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4435         {
4436             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4437         }
4438         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4439         {
4440             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4441         }
4442         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4443         {
4444             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4445         }
4446     } else
4447         pCaps->VolumeTextureAddressCaps = 0;
4448
4449     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4450                       WINED3DLINECAPS_ZTEST         |
4451                       WINED3DLINECAPS_BLEND         |
4452                       WINED3DLINECAPS_ALPHACMP      |
4453                       WINED3DLINECAPS_FOG;
4454     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4455      * idea how generating the smoothing alpha values works; the result is different
4456      */
4457
4458     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4459     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4460
4461     if (gl_info->supported[EXT_TEXTURE3D])
4462         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4463     else
4464         pCaps->MaxVolumeExtent = 0;
4465
4466     pCaps->MaxTextureRepeat = 32768;
4467     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4468     pCaps->MaxVertexW = 1.0f;
4469
4470     pCaps->GuardBandLeft = 0.0f;
4471     pCaps->GuardBandTop = 0.0f;
4472     pCaps->GuardBandRight = 0.0f;
4473     pCaps->GuardBandBottom = 0.0f;
4474
4475     pCaps->ExtentsAdjust = 0.0f;
4476
4477     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4478                           WINED3DSTENCILCAPS_INCRSAT |
4479                           WINED3DSTENCILCAPS_INVERT  |
4480                           WINED3DSTENCILCAPS_KEEP    |
4481                           WINED3DSTENCILCAPS_REPLACE |
4482                           WINED3DSTENCILCAPS_ZERO;
4483     if (gl_info->supported[EXT_STENCIL_WRAP])
4484     {
4485         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4486                               WINED3DSTENCILCAPS_INCR;
4487     }
4488     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4489     {
4490         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4491     }
4492
4493     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4494
4495     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4496     pCaps->MaxActiveLights = gl_info->limits.lights;
4497
4498     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4499     pCaps->MaxVertexBlendMatrixIndex   = 0;
4500
4501     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4502     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4503
4504
4505     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4506     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4507                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4508                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4509                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4510                                   WINED3DVTXPCAPS_VERTEXFOG         |
4511                                   WINED3DVTXPCAPS_TEXGEN;
4512
4513     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4514     pCaps->MaxVertexIndex      = 0xFFFFF;
4515     pCaps->MaxStreams          = MAX_STREAMS;
4516     pCaps->MaxStreamStride     = 1024;
4517
4518     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4519     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4520                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4521     pCaps->MaxNpatchTessellationLevel        = 0;
4522     pCaps->MasterAdapterOrdinal              = 0;
4523     pCaps->AdapterOrdinalInGroup             = 0;
4524     pCaps->NumberOfAdaptersInGroup           = 1;
4525
4526     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4527
4528     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4529                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4530                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4531                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4532     pCaps->VertexTextureFilterCaps           = 0;
4533
4534     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4535     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4536
4537     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4538     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4539
4540     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4541      * Ignore shader model capabilities if disabled in config
4542      */
4543     if(vs_selected_mode == SHADER_NONE) {
4544         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4545         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4546         pCaps->MaxVertexShaderConst         = 0;
4547     } else {
4548         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4549         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4550     }
4551
4552     if(ps_selected_mode == SHADER_NONE) {
4553         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4554         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4555         pCaps->PixelShader1xMaxValue        = 0.0f;
4556     } else {
4557         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4558         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4559     }
4560
4561     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4562     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4563     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4564
4565     /* The following caps are shader specific, but they are things we cannot detect, or which
4566      * are the same among all shader models. So to avoid code duplication set the shader version
4567      * specific, but otherwise constant caps here
4568      */
4569     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4570         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4571         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4572         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4573         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4574         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4575         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4576
4577         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4578         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4579     }
4580     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4581     {
4582         pCaps->VS20Caps.Caps                     = 0;
4583         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4584         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4585         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4586
4587         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4588         pCaps->MaxVertexShader30InstructionSlots = 0;
4589     } else { /* VS 1.x */
4590         pCaps->VS20Caps.Caps                     = 0;
4591         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4592         pCaps->VS20Caps.NumTemps                 = 0;
4593         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4594
4595         pCaps->MaxVShaderInstructionsExecuted    = 0;
4596         pCaps->MaxVertexShader30InstructionSlots = 0;
4597     }
4598
4599     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4600         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4601         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4602
4603         /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4604         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4605                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4606                 WINED3DPS20CAPS_PREDICATION          |
4607                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4608                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4609         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4610         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4611         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4612         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4613
4614         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4615         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4616                 adapter->gl_info.limits.arb_ps_instructions);
4617     }
4618     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4619     {
4620         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4621         pCaps->PS20Caps.Caps                     = 0;
4622         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4623         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4624         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4625         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4626
4627         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4628         pCaps->MaxPixelShader30InstructionSlots  = 0;
4629     } else { /* PS 1.x */
4630         pCaps->PS20Caps.Caps                     = 0;
4631         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4632         pCaps->PS20Caps.NumTemps                 = 0;
4633         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4634         pCaps->PS20Caps.NumInstructionSlots      = 0;
4635
4636         pCaps->MaxPShaderInstructionsExecuted    = 0;
4637         pCaps->MaxPixelShader30InstructionSlots  = 0;
4638     }
4639
4640     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4641         /* OpenGL supports all the formats below, perhaps not always
4642          * without conversion, but it supports them.
4643          * Further GLSL doesn't seem to have an official unsigned type so
4644          * don't advertise it yet as I'm not sure how we handle it.
4645          * We might need to add some clamping in the shader engine to
4646          * support it.
4647          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4648         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4649                            WINED3DDTCAPS_UBYTE4N   |
4650                            WINED3DDTCAPS_SHORT2N   |
4651                            WINED3DDTCAPS_SHORT4N;
4652         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4653         {
4654             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4655                                 WINED3DDTCAPS_FLOAT16_4;
4656         }
4657     } else
4658         pCaps->DeclTypes                         = 0;
4659
4660     /* Set DirectDraw helper Caps */
4661     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4662                                         WINEDDCKEYCAPS_SRCBLT;
4663     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4664                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4665                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4666                                         WINEDDFXCAPS_BLTROTATION90          |
4667                                         WINEDDFXCAPS_BLTSHRINKX             |
4668                                         WINEDDFXCAPS_BLTSHRINKXN            |
4669                                         WINEDDFXCAPS_BLTSHRINKY             |
4670                                         WINEDDFXCAPS_BLTSHRINKXN            |
4671                                         WINEDDFXCAPS_BLTSTRETCHX            |
4672                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4673                                         WINEDDFXCAPS_BLTSTRETCHY            |
4674                                         WINEDDFXCAPS_BLTSTRETCHYN;
4675     blit_caps =                         WINEDDCAPS_BLT                      |
4676                                         WINEDDCAPS_BLTCOLORFILL             |
4677                                         WINEDDCAPS_BLTDEPTHFILL             |
4678                                         WINEDDCAPS_BLTSTRETCH               |
4679                                         WINEDDCAPS_CANBLTSYSMEM             |
4680                                         WINEDDCAPS_CANCLIP                  |
4681                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4682                                         WINEDDCAPS_COLORKEY                 |
4683                                         WINEDDCAPS_COLORKEYHWASSIST         |
4684                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4685     pal_caps =                          WINEDDPCAPS_8BIT                    |
4686                                         WINEDDPCAPS_PRIMARYSURFACE;
4687
4688     /* Fill the ddraw caps structure */
4689     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4690                                         WINEDDCAPS_PALETTE                  |
4691                                         blit_caps;
4692     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4693                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4694                                         WINEDDCAPS2_PRIMARYGAMMA             |
4695                                         WINEDDCAPS2_WIDESURFACES             |
4696                                         WINEDDCAPS2_CANRENDERWINDOWED;
4697     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4698     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4699     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4700     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4701     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4702     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4703     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4704     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4705     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4706     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4707     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4708     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4709
4710     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4711                                         WINEDDSCAPS_BACKBUFFER              |
4712                                         WINEDDSCAPS_FLIP                    |
4713                                         WINEDDSCAPS_FRONTBUFFER             |
4714                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4715                                         WINEDDSCAPS_PALETTE                 |
4716                                         WINEDDSCAPS_PRIMARYSURFACE          |
4717                                         WINEDDSCAPS_SYSTEMMEMORY            |
4718                                         WINEDDSCAPS_VIDEOMEMORY             |
4719                                         WINEDDSCAPS_VISIBLE;
4720     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4721
4722     /* Set D3D caps if OpenGL is available. */
4723     if (adapter->opengl)
4724     {
4725         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4726                                         WINEDDSCAPS_MIPMAP                  |
4727                                         WINEDDSCAPS_TEXTURE                 |
4728                                         WINEDDSCAPS_ZBUFFER;
4729         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4730     }
4731
4732     return WINED3D_OK;
4733 }
4734
4735 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4736         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4737 {
4738     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4739     IWineD3DDeviceImpl *object;
4740     HRESULT hr;
4741
4742     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4743             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4744
4745     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4746      * number and create a device without a 3D adapter for 2D only operation. */
4747     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4748     {
4749         return WINED3DERR_INVALIDCALL;
4750     }
4751
4752     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4753     if (!object)
4754     {
4755         ERR("Failed to allocate device memory.\n");
4756         return E_OUTOFMEMORY;
4757     }
4758
4759     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4760     if (FAILED(hr))
4761     {
4762         WARN("Failed to initialize device, hr %#x.\n", hr);
4763         HeapFree(GetProcessHeap(), 0, object);
4764         return hr;
4765     }
4766
4767     TRACE("Created device %p.\n", object);
4768     *device = (IWineD3DDevice *)object;
4769
4770     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4771
4772     return WINED3D_OK;
4773 }
4774
4775 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4776 {
4777     TRACE("iface %p.\n", iface);
4778
4779     return ((IWineD3DImpl *)iface)->parent;
4780 }
4781
4782 static void WINE_GLAPI invalid_func(const void *data)
4783 {
4784     ERR("Invalid vertex attribute function called\n");
4785     DebugBreak();
4786 }
4787
4788 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4789 {
4790     ERR("Invalid texcoord function called\n");
4791     DebugBreak();
4792 }
4793
4794 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4795  * the extension detection and are used in drawStridedSlow
4796  */
4797 static void WINE_GLAPI position_d3dcolor(const void *data)
4798 {
4799     DWORD pos = *((const DWORD *)data);
4800
4801     FIXME("Add a test for fixed function position from d3dcolor type\n");
4802     glVertex4s(D3DCOLOR_B_R(pos),
4803                D3DCOLOR_B_G(pos),
4804                D3DCOLOR_B_B(pos),
4805                D3DCOLOR_B_A(pos));
4806 }
4807
4808 static void WINE_GLAPI position_float4(const void *data)
4809 {
4810     const GLfloat *pos = data;
4811
4812     if (pos[3] != 0.0f && pos[3] != 1.0f)
4813     {
4814         float w = 1.0f / pos[3];
4815
4816         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4817     }
4818     else
4819     {
4820         glVertex3fv(pos);
4821     }
4822 }
4823
4824 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4825 {
4826     DWORD diffuseColor = *((const DWORD *)data);
4827
4828     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4829                D3DCOLOR_B_G(diffuseColor),
4830                D3DCOLOR_B_B(diffuseColor),
4831                D3DCOLOR_B_A(diffuseColor));
4832 }
4833
4834 static void WINE_GLAPI specular_d3dcolor(const void *data)
4835 {
4836     DWORD specularColor = *((const DWORD *)data);
4837     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4838             D3DCOLOR_B_G(specularColor),
4839             D3DCOLOR_B_B(specularColor)};
4840
4841     specular_func_3ubv(d);
4842 }
4843
4844 static void WINE_GLAPI warn_no_specular_func(const void *data)
4845 {
4846     WARN("GL_EXT_secondary_color not supported\n");
4847 }
4848
4849 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4850 {
4851     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4852     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4853     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4854     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4855     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4856     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4857     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4858     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4859     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4860     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4861     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4862     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4863     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4864     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4865     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4866     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4867     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4868
4869     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4870     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4871     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4872     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4873     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4874     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4875     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4876     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4877     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4878     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4879     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4880     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4881     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4882     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4883     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4884     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4885     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4886
4887     /* No 4 component entry points here */
4888     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4889     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4890     if (gl_info->supported[EXT_SECONDARY_COLOR])
4891     {
4892         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4893     }
4894     else
4895     {
4896         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4897     }
4898     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4899     if (gl_info->supported[EXT_SECONDARY_COLOR])
4900     {
4901         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4902         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4903     }
4904     else
4905     {
4906         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4907     }
4908     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4909     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4910     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4911     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4912     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4913     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4914     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4915     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4916     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4917     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4918     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4919     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4920
4921     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4922      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4923      */
4924     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4925     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4926     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4927     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4928     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4929     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4930     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4931     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4932     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4933     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4934     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4935     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4936     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4937     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4938     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4939     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4940     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4941
4942     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4943     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4944     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4945     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4946     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4947     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4948     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4949     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4950     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4951     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4952     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4953     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4954     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4955     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4956     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4957     if (gl_info->supported[NV_HALF_FLOAT])
4958     {
4959         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4960         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4961         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4962     } else {
4963         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4964         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4965     }
4966 }
4967
4968 /* Do not call while under the GL lock. */
4969 static BOOL InitAdapters(IWineD3DImpl *This)
4970 {
4971     static HMODULE mod_gl;
4972     BOOL ret;
4973     int ps_selected_mode, vs_selected_mode;
4974
4975     /* No need to hold any lock. The calling library makes sure only one thread calls
4976      * wined3d simultaneously
4977      */
4978
4979     TRACE("Initializing adapters\n");
4980
4981     if(!mod_gl) {
4982 #ifdef USE_WIN32_OPENGL
4983 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4984         mod_gl = LoadLibraryA("opengl32.dll");
4985         if(!mod_gl) {
4986             ERR("Can't load opengl32.dll!\n");
4987             goto nogl_adapter;
4988         }
4989 #else
4990 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4991         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4992         mod_gl = GetModuleHandleA("gdi32.dll");
4993 #endif
4994     }
4995
4996 /* Load WGL core functions from opengl32.dll */
4997 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4998     WGL_FUNCS_GEN;
4999 #undef USE_WGL_FUNC
5000
5001     if(!pwglGetProcAddress) {
5002         ERR("Unable to load wglGetProcAddress!\n");
5003         goto nogl_adapter;
5004     }
5005
5006 /* Dynamically load all GL core functions */
5007     GL_FUNCS_GEN;
5008 #undef USE_GL_FUNC
5009
5010     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5011      * otherwise because we have to use winex11.drv's override
5012      */
5013 #ifdef USE_WIN32_OPENGL
5014     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5015     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5016 #else
5017     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5018     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5019 #endif
5020
5021     glEnableWINE = glEnable;
5022     glDisableWINE = glDisable;
5023
5024     /* For now only one default adapter */
5025     {
5026         struct wined3d_adapter *adapter = &This->adapters[0];
5027         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5028         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5029         int iPixelFormat;
5030         int res;
5031         int i;
5032         WineD3D_PixelFormat *cfgs;
5033         DISPLAY_DEVICEW DisplayDevice;
5034         HDC hdc;
5035
5036         TRACE("Initializing default adapter\n");
5037         adapter->ordinal = 0;
5038         adapter->monitorPoint.x = -1;
5039         adapter->monitorPoint.y = -1;
5040
5041         if (!AllocateLocallyUniqueId(&adapter->luid))
5042         {
5043             DWORD err = GetLastError();
5044             ERR("Failed to set adapter LUID (%#x).\n", err);
5045             goto nogl_adapter;
5046         }
5047         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5048                 adapter->luid.HighPart, adapter->luid.LowPart);
5049
5050         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5051         {
5052             ERR("Failed to get a gl context for default adapter\n");
5053             goto nogl_adapter;
5054         }
5055
5056         ret = IWineD3DImpl_FillGLCaps(adapter);
5057         if(!ret) {
5058             ERR("Failed to initialize gl caps for default adapter\n");
5059             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5060             goto nogl_adapter;
5061         }
5062         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5063         if(!ret) {
5064             ERR("Failed to init gl formats\n");
5065             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5066             goto nogl_adapter;
5067         }
5068
5069         hdc = fake_gl_ctx.dc;
5070
5071         adapter->TextureRam = adapter->driver_info.vidmem;
5072         adapter->UsedTextureRam = 0;
5073         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5074
5075         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5076         DisplayDevice.cb = sizeof(DisplayDevice);
5077         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5078         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5079         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5080
5081         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5082         {
5083             int attribute;
5084             int attribs[11];
5085             int values[11];
5086             int nAttribs = 0;
5087
5088             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5089             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5090
5091             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5092             cfgs = adapter->cfgs;
5093             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5094             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5095             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5096             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5097             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5098             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5099             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5100             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5101             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5102             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5103             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5104
5105             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5106             {
5107                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5108
5109                 if(!res)
5110                     continue;
5111
5112                 /* Cache the pixel format */
5113                 cfgs->iPixelFormat = iPixelFormat;
5114                 cfgs->redSize = values[0];
5115                 cfgs->greenSize = values[1];
5116                 cfgs->blueSize = values[2];
5117                 cfgs->alphaSize = values[3];
5118                 cfgs->colorSize = values[4];
5119                 cfgs->depthSize = values[5];
5120                 cfgs->stencilSize = values[6];
5121                 cfgs->windowDrawable = values[7];
5122                 cfgs->iPixelType = values[8];
5123                 cfgs->doubleBuffer = values[9];
5124                 cfgs->auxBuffers = values[10];
5125
5126                 cfgs->numSamples = 0;
5127                 /* Check multisample support */
5128                 if (gl_info->supported[ARB_MULTISAMPLE])
5129                 {
5130                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5131                     int value[2];
5132                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5133                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5134                         * value[1] = number of multi sample buffers*/
5135                         if(value[0])
5136                             cfgs->numSamples = value[1];
5137                     }
5138                 }
5139
5140                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5141                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5142                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5143                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5144                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5145                 cfgs++;
5146             }
5147         }
5148         else
5149         {
5150             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5151             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5152             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5153
5154             cfgs = adapter->cfgs;
5155             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5156             {
5157                 PIXELFORMATDESCRIPTOR ppfd;
5158
5159                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5160                 if(!res)
5161                     continue;
5162
5163                 /* We only want HW acceleration using an OpenGL ICD driver.
5164                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5165                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5166                  */
5167                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5168                 {
5169                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5170                     continue;
5171                 }
5172
5173                 cfgs->iPixelFormat = iPixelFormat;
5174                 cfgs->redSize = ppfd.cRedBits;
5175                 cfgs->greenSize = ppfd.cGreenBits;
5176                 cfgs->blueSize = ppfd.cBlueBits;
5177                 cfgs->alphaSize = ppfd.cAlphaBits;
5178                 cfgs->colorSize = ppfd.cColorBits;
5179                 cfgs->depthSize = ppfd.cDepthBits;
5180                 cfgs->stencilSize = ppfd.cStencilBits;
5181                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5182                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5183                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5184                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5185                 cfgs->numSamples = 0;
5186
5187                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5188                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5189                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5190                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5191                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5192                 cfgs++;
5193                 adapter->nCfgs++;
5194             }
5195
5196             /* 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 */
5197             if(!adapter->nCfgs)
5198             {
5199                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5200
5201                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5202                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5203                 goto nogl_adapter;
5204             }
5205         }
5206
5207         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5208          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5209          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5210          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5211          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5212          * driver is allowed to consume more bits EXCEPT for stencil bits.
5213          *
5214          * Mark an adapter with this broken stencil behavior.
5215          */
5216         adapter->brokenStencil = TRUE;
5217         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5218         {
5219             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5220             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5221                 adapter->brokenStencil = FALSE;
5222                 break;
5223             }
5224         }
5225
5226         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5227
5228         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5229         fillGLAttribFuncs(&adapter->gl_info);
5230         adapter->opengl = TRUE;
5231     }
5232     This->adapter_count = 1;
5233     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5234
5235     return TRUE;
5236
5237 nogl_adapter:
5238     /* Initialize an adapter for ddraw-only memory counting */
5239     memset(This->adapters, 0, sizeof(This->adapters));
5240     This->adapters[0].ordinal = 0;
5241     This->adapters[0].opengl = FALSE;
5242     This->adapters[0].monitorPoint.x = -1;
5243     This->adapters[0].monitorPoint.y = -1;
5244
5245     This->adapters[0].driver_info.name = "Display";
5246     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5247     if(wined3d_settings.emulated_textureram) {
5248         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5249     } else {
5250         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5251     }
5252
5253     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5254
5255     This->adapter_count = 1;
5256     return FALSE;
5257 }
5258
5259 /**********************************************************
5260  * IWineD3D VTbl follows
5261  **********************************************************/
5262
5263 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5264 {
5265     /* IUnknown */
5266     IWineD3DImpl_QueryInterface,
5267     IWineD3DImpl_AddRef,
5268     IWineD3DImpl_Release,
5269     /* IWineD3D */
5270     IWineD3DImpl_GetParent,
5271     IWineD3DImpl_GetAdapterCount,
5272     IWineD3DImpl_RegisterSoftwareDevice,
5273     IWineD3DImpl_GetAdapterMonitor,
5274     IWineD3DImpl_GetAdapterModeCount,
5275     IWineD3DImpl_EnumAdapterModes,
5276     IWineD3DImpl_GetAdapterDisplayMode,
5277     IWineD3DImpl_GetAdapterIdentifier,
5278     IWineD3DImpl_CheckDeviceMultiSampleType,
5279     IWineD3DImpl_CheckDepthStencilMatch,
5280     IWineD3DImpl_CheckDeviceType,
5281     IWineD3DImpl_CheckDeviceFormat,
5282     IWineD3DImpl_CheckDeviceFormatConversion,
5283     IWineD3DImpl_GetDeviceCaps,
5284     IWineD3DImpl_CreateDevice
5285 };
5286
5287 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5288
5289 const struct wined3d_parent_ops wined3d_null_parent_ops =
5290 {
5291     wined3d_null_wined3d_object_destroyed,
5292 };
5293
5294 /* Do not call while under the GL lock. */
5295 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5296 {
5297     wined3d->lpVtbl = &IWineD3D_Vtbl;
5298     wined3d->dxVersion = version;
5299     wined3d->ref = 1;
5300     wined3d->parent = parent;
5301
5302     if (!InitAdapters(wined3d))
5303     {
5304         WARN("Failed to initialize adapters.\n");
5305         if (version > 7)
5306         {
5307             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5308             return E_FAIL;
5309         }
5310     }
5311
5312     return WINED3D_OK;
5313 }