wined3d: Adding AMD HD5670, HD5570, HD5550, HD5450 detection.
[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             || strstr(gl_vendor_string, "nouveau"))
1378         return HW_VENDOR_NVIDIA;
1379
1380     if (strstr(gl_vendor_string, "ATI")
1381             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1382             || strstr(gl_vendor_string, "X.Org R300 Project")
1383             || strstr(gl_renderer, "AMD")
1384             || strstr(gl_renderer, "R100")
1385             || strstr(gl_renderer, "R200")
1386             || strstr(gl_renderer, "R300")
1387             || strstr(gl_renderer, "R600")
1388             || strstr(gl_renderer, "R700"))
1389         return HW_VENDOR_ATI;
1390
1391     if (strstr(gl_vendor_string, "Intel(R)")
1392             /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1393             || strstr(gl_renderer, "Intel")
1394             || strstr(gl_vendor_string, "Intel Inc."))
1395         return HW_VENDOR_INTEL;
1396
1397     if (strstr(gl_vendor_string, "Mesa")
1398             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1399             || strstr(gl_vendor_string, "VMware, Inc."))
1400         return HW_VENDOR_SOFTWARE;
1401
1402     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1403
1404     return HW_VENDOR_NVIDIA;
1405 }
1406
1407
1408
1409 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1410         const char *gl_renderer)
1411 {
1412     unsigned int i;
1413
1414     if (WINE_D3D10_CAPABLE(gl_info))
1415     {
1416         static const struct
1417         {
1418             const char *renderer;
1419             enum wined3d_pci_device id;
1420         }
1421         cards[] =
1422         {
1423             {"GTX 480",     CARD_NVIDIA_GEFORCE_GTX480},    /* Geforce 400 - highend */
1424             {"GTX 470",     CARD_NVIDIA_GEFORCE_GTX470},    /* Geforce 400 - midend high */
1425             {"GTX 465",     CARD_NVIDIA_GEFORCE_GTX465},    /* Geforce 400 - midend */
1426             {"GTX 460",     CARD_NVIDIA_GEFORCE_GTX460},    /* Geforce 400 - midend */
1427             {"GT 330",      CARD_NVIDIA_GEFORCE_GT330},     /* Geforce 300 - highend */
1428             {"GTS 360M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1429             {"GTS 350M",    CARD_NVIDIA_GEFORCE_GTS350M},   /* Geforce 300 - highend mobile */
1430             {"GT 330M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1431             {"GT 325M",     CARD_NVIDIA_GEFORCE_GT325M},    /* Geforce 300 - midend mobile */
1432             {"GT 320M",     CARD_NVIDIA_GEFORCE_GT320M},    /* Geforce 300 - midend mobile */
1433             {"GTX 295",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1434             {"GTX 285",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1435             {"GTX 280",     CARD_NVIDIA_GEFORCE_GTX280},    /* Geforce 200 - highend */
1436             {"GTX 275",     CARD_NVIDIA_GEFORCE_GTX275},    /* Geforce 200 - midend high */
1437             {"GTX 260",     CARD_NVIDIA_GEFORCE_GTX260},    /* Geforce 200 - midend */
1438             {"GT 240",      CARD_NVIDIA_GEFORCE_GT240},     /* Geforce 200 - midend */
1439             {"GT 220",      CARD_NVIDIA_GEFORCE_GT220},     /* Geforce 200 - lowend */
1440             {"Geforce 310", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1441             {"Geforce 305", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1442             {"Geforce 210", CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1443             {"G 210",       CARD_NVIDIA_GEFORCE_210},       /* Geforce 200 - lowend */
1444             {"GTS 250",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1445             {"GTS 150",     CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1446             {"9800",        CARD_NVIDIA_GEFORCE_9800GT},    /* Geforce 9 - highend / Geforce 200 - midend */
1447             {"GT 140",      CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1448             {"9600",        CARD_NVIDIA_GEFORCE_9600GT},    /* Geforce 9 - midend */
1449             {"GT 130",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1450             {"GT 120",      CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1451             {"9500",        CARD_NVIDIA_GEFORCE_9500GT},    /* Geforce 9 - midend low / Geforce 200 - low */
1452             {"9400",        CARD_NVIDIA_GEFORCE_9400GT},    /* Geforce 9 - lowend */
1453             {"9300",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1454             {"9200",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1455             {"9100",        CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1456             {"G 100",       CARD_NVIDIA_GEFORCE_9200},      /* Geforce 9 - lowend low */
1457             {"8800 GTX",    CARD_NVIDIA_GEFORCE_8800GTX},   /* Geforce 8 - highend high */
1458             {"8800",        CARD_NVIDIA_GEFORCE_8800GTS},   /* Geforce 8 - highend */
1459             {"8600 M",      CARD_NVIDIA_GEFORCE_8600MGT},   /* Geforce 8 - midend mobile */
1460             {"8700",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1461             {"8600",        CARD_NVIDIA_GEFORCE_8600GT},    /* Geforce 8 - midend */
1462             {"8500",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1463             {"8400",        CARD_NVIDIA_GEFORCE_8400GS},    /* Geforce 8 - mid-lowend */
1464             {"8300",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1465             {"8200",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1466             {"8100",        CARD_NVIDIA_GEFORCE_8300GS},    /* Geforce 8 - lowend */
1467         };
1468
1469         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1470         {
1471             if (strstr(gl_renderer, cards[i].renderer))
1472                 return cards[i].id;
1473         }
1474
1475         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1476         return CARD_NVIDIA_GEFORCE_8300GS;
1477     }
1478
1479     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1480      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1481      */
1482     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1483     {
1484         static const struct
1485         {
1486             const char *renderer;
1487             enum wined3d_pci_device id;
1488         }
1489         cards[] =
1490         {
1491             {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1492             {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1493             {"7950",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1494             {"7900",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1495             {"7800",        CARD_NVIDIA_GEFORCE_7800GT},    /* Geforce 7 - highend */
1496             {"7700",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1497             {"7600",        CARD_NVIDIA_GEFORCE_7600},      /* Geforce 7 - midend */
1498             {"7400",        CARD_NVIDIA_GEFORCE_7400},      /* Geforce 7 - lower medium */
1499             {"7300",        CARD_NVIDIA_GEFORCE_7300},      /* Geforce 7 - lowend */
1500             {"6800",        CARD_NVIDIA_GEFORCE_6800},      /* Geforce 6 - highend */
1501             {"6700",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1502             {"6610",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1503             {"6600",        CARD_NVIDIA_GEFORCE_6600GT},    /* Geforce 6 - midend */
1504         };
1505
1506         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1507         {
1508             if (strstr(gl_renderer, cards[i].renderer))
1509                 return cards[i].id;
1510         }
1511
1512         /* Geforce 6/7 - lowend */
1513         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1514     }
1515
1516     if (WINE_D3D9_CAPABLE(gl_info))
1517     {
1518         /* GeforceFX - highend */
1519         if (strstr(gl_renderer, "5800")
1520                 || strstr(gl_renderer, "5900")
1521                 || strstr(gl_renderer, "5950")
1522                 || strstr(gl_renderer, "Quadro FX"))
1523         {
1524             return CARD_NVIDIA_GEFORCEFX_5800;
1525         }
1526
1527         /* GeforceFX - midend */
1528         if (strstr(gl_renderer, "5600")
1529                 || strstr(gl_renderer, "5650")
1530                 || strstr(gl_renderer, "5700")
1531                 || strstr(gl_renderer, "5750"))
1532         {
1533             return CARD_NVIDIA_GEFORCEFX_5600;
1534         }
1535
1536         /* GeforceFX - lowend */
1537         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1538     }
1539
1540     if (WINE_D3D8_CAPABLE(gl_info))
1541     {
1542         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1543         {
1544             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1545         }
1546
1547         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1548     }
1549
1550     if (WINE_D3D7_CAPABLE(gl_info))
1551     {
1552         if (strstr(gl_renderer, "GeForce4 MX"))
1553         {
1554             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1555         }
1556
1557         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1558         {
1559             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1560         }
1561
1562         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1563         {
1564             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1565         }
1566
1567         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1568     }
1569
1570     if (strstr(gl_renderer, "TNT2"))
1571     {
1572         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1573     }
1574
1575     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1576 }
1577
1578 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1579         const char *gl_renderer)
1580 {
1581     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1582      *
1583      * Beware: renderer string do not match exact card model,
1584      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1585     if (WINE_D3D10_CAPABLE(gl_info))
1586     {
1587         unsigned int i;
1588
1589         static const struct
1590         {
1591             const char *renderer;
1592             enum wined3d_pci_device id;
1593         }
1594         cards[] =
1595         {
1596             /* Evergreen */
1597             {"HD 5870", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS PRO */
1598             {"HD 5850", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS XT */
1599             {"HD 5800", CARD_ATI_RADEON_HD5800},    /* Radeon EG CYPRESS HD58xx generic renderer string */
1600             {"HD 5770", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER XT */
1601             {"HD 5750", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER LE */
1602             {"HD 5700", CARD_ATI_RADEON_HD5700},    /* Radeon EG JUNIPER HD57xx generic renderer string */
1603             {"HD 5670", CARD_ATI_RADEON_HD5600},    /* Radeon EG REDWOOD XT */
1604             {"HD 5570", CARD_ATI_RADEON_HD5600},    /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1605             {"HD 5550", CARD_ATI_RADEON_HD5600},    /* Radeon EG REDWOOD LE mapped to HD5600 series */
1606             {"HD 5450", CARD_ATI_RADEON_HD5400},    /* Radeon EG CEDAR PRO */
1607             /* R700 */
1608             {"HD 4890", CARD_ATI_RADEON_HD4800},    /* Radeon RV790 */
1609             {"HD 4870", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1610             {"HD 4850", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1611             {"HD 4830", CARD_ATI_RADEON_HD4800},    /* Radeon RV770 */
1612             {"HD 4800", CARD_ATI_RADEON_HD4800},    /* Radeon RV7xx HD48xx generic renderer string */
1613             {"HD 4770", CARD_ATI_RADEON_HD4700},    /* Radeon RV740 */
1614             {"HD 4700", CARD_ATI_RADEON_HD4700},    /* Radeon RV7xx HD47xx generic renderer string */
1615             {"HD 4670", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1616             {"HD 4650", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1617             {"HD 4600", CARD_ATI_RADEON_HD4600},    /* Radeon RV730 */
1618             {"HD 4550", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1619             {"HD 4350", CARD_ATI_RADEON_HD4350},    /* Radeon RV710 */
1620             /* R600/R700 integrated */
1621             {"HD 3300", CARD_ATI_RADEON_HD3200},
1622             {"HD 3200", CARD_ATI_RADEON_HD3200},
1623             {"HD 3100", CARD_ATI_RADEON_HD3200},
1624             /* R600 */
1625             {"HD 3870", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1626             {"HD 3850", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1627             {"HD 2900", CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1628             {"HD 3830", CARD_ATI_RADEON_HD2600},    /* China-only midend */
1629             {"HD 3690", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1630             {"HD 3650", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1631             {"HD 2600", CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend */
1632             {"HD 3470", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1633             {"HD 3450", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1634             {"HD 3430", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1635             {"HD 3400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1636             {"HD 2400", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1637             {"HD 2350", CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1638         };
1639
1640         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1641         {
1642             if (strstr(gl_renderer, cards[i].renderer))
1643                 return cards[i].id;
1644         }
1645
1646         /* Default for when no GPU has been found */
1647         return CARD_ATI_RADEON_HD3200;
1648     }
1649
1650     if (WINE_D3D8_CAPABLE(gl_info))
1651     {
1652         /* Radeon R5xx */
1653         if (strstr(gl_renderer, "X1600")
1654                 || strstr(gl_renderer, "X1650")
1655                 || strstr(gl_renderer, "X1800")
1656                 || strstr(gl_renderer, "X1900")
1657                 || strstr(gl_renderer, "X1950"))
1658         {
1659             return CARD_ATI_RADEON_X1600;
1660         }
1661
1662         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1663          * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1664         if (strstr(gl_renderer, "X700")
1665                 || strstr(gl_renderer, "X800")
1666                 || strstr(gl_renderer, "X850")
1667                 || strstr(gl_renderer, "X1300")
1668                 || strstr(gl_renderer, "X1400")
1669                 || strstr(gl_renderer, "X1450")
1670                 || strstr(gl_renderer, "X1550")
1671                 || strstr(gl_renderer, "X2300")
1672                 || strstr(gl_renderer, "X2500")
1673                 || strstr(gl_renderer, "HD 2300")
1674                 )
1675         {
1676             return CARD_ATI_RADEON_X700;
1677         }
1678
1679         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1680         if (strstr(gl_renderer, "Radeon Xpress"))
1681         {
1682             return CARD_ATI_RADEON_XPRESS_200M;
1683         }
1684
1685         /* Radeon R3xx */
1686         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1687     }
1688
1689     if (WINE_D3D8_CAPABLE(gl_info))
1690     {
1691         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1692     }
1693
1694     if (WINE_D3D7_CAPABLE(gl_info))
1695     {
1696         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1697     }
1698
1699     return CARD_ATI_RAGE_128PRO;
1700 }
1701
1702 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1703         const char *gl_renderer)
1704 {
1705     if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1706     if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1707     {
1708         /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1709         return CARD_INTEL_X3100;
1710     }
1711
1712     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1713     {
1714         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1715         return CARD_INTEL_I945GM;
1716     }
1717
1718     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1719     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1720     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1721     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1722     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1723     return CARD_INTEL_I915G;
1724
1725 }
1726
1727 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1728         const char *gl_renderer)
1729 {
1730     unsigned int i;
1731
1732     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1733      *
1734      * Beware: renderer string do not match exact card model,
1735      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1736     if (strstr(gl_renderer, "Gallium"))
1737     {
1738         /* 20101109 - These are never returned by current Gallium radeon
1739          * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1740          *
1741          * These are returned but not handled: RC410, RV380. */
1742         static const struct
1743         {
1744             const char *renderer;
1745             enum wined3d_pci_device id;
1746         }
1747         cards[] =
1748         {
1749             /* Evergreen */
1750             {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1751             {"CYPRESS", CARD_ATI_RADEON_HD5800},
1752             {"JUNIPER", CARD_ATI_RADEON_HD5700},
1753             {"REDWOOD", CARD_ATI_RADEON_HD5600},
1754             {"CEDAR",   CARD_ATI_RADEON_HD5400},
1755             /* R700 */
1756             {"R700",    CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1757             {"RV790",   CARD_ATI_RADEON_HD4800},
1758             {"RV770",   CARD_ATI_RADEON_HD4800},
1759             {"RV740",   CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1760             {"RV730",   CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1761             {"RV710",   CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1762             /* R600/R700 integrated */
1763             {"RS880",   CARD_ATI_RADEON_HD3200},
1764             {"RS780",   CARD_ATI_RADEON_HD3200},
1765             /* R600 */
1766             {"R680",    CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1767             {"R600",    CARD_ATI_RADEON_HD2900},
1768             {"RV670",   CARD_ATI_RADEON_HD2900},
1769             {"RV635",   CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1770             {"RV630",   CARD_ATI_RADEON_HD2600},
1771             {"RV620",   CARD_ATI_RADEON_HD2350},    /* HD2350/HD2400/HD3400 - lowend */
1772             {"RV610",   CARD_ATI_RADEON_HD2350},
1773             /* R500 */
1774             {"R580",    CARD_ATI_RADEON_X1600},
1775             {"R520",    CARD_ATI_RADEON_X1600},
1776             {"RV570",   CARD_ATI_RADEON_X1600},
1777             {"RV560",   CARD_ATI_RADEON_X1600},
1778             {"RV535",   CARD_ATI_RADEON_X1600},
1779             {"RV530",   CARD_ATI_RADEON_X1600},
1780             {"RV516",   CARD_ATI_RADEON_X700},      /* X700 is actually R400. */
1781             {"RV515",   CARD_ATI_RADEON_X700},
1782             /* R400 */
1783             {"R481",    CARD_ATI_RADEON_X700},
1784             {"R480",    CARD_ATI_RADEON_X700},
1785             {"R430",    CARD_ATI_RADEON_X700},
1786             {"R423",    CARD_ATI_RADEON_X700},
1787             {"R420",    CARD_ATI_RADEON_X700},
1788             {"R410",    CARD_ATI_RADEON_X700},
1789             {"RV410",   CARD_ATI_RADEON_X700},
1790             /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1791             {"RS740",   CARD_ATI_RADEON_XPRESS_200M},
1792             {"RS690",   CARD_ATI_RADEON_XPRESS_200M},
1793             {"RS600",   CARD_ATI_RADEON_XPRESS_200M},
1794             {"RS485",   CARD_ATI_RADEON_XPRESS_200M},
1795             {"RS482",   CARD_ATI_RADEON_XPRESS_200M},
1796             {"RS480",   CARD_ATI_RADEON_XPRESS_200M},
1797             {"RS400",   CARD_ATI_RADEON_XPRESS_200M},
1798             /* R300 */
1799             {"R360",    CARD_ATI_RADEON_9500},
1800             {"R350",    CARD_ATI_RADEON_9500},
1801             {"R300",    CARD_ATI_RADEON_9500},
1802             {"RV370",   CARD_ATI_RADEON_9500},
1803             {"RV360",   CARD_ATI_RADEON_9500},
1804             {"RV351",   CARD_ATI_RADEON_9500},
1805             {"RV350",   CARD_ATI_RADEON_9500},
1806         };
1807
1808         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1809         {
1810             if (strstr(gl_renderer, cards[i].renderer))
1811                 return cards[i].id;
1812         }
1813     }
1814
1815     if (WINE_D3D9_CAPABLE(gl_info))
1816     {
1817         static const struct
1818         {
1819             const char *renderer;
1820             enum wined3d_pci_device id;
1821         }
1822         cards[] =
1823         {
1824             /* R700 */
1825             {"(R700",   CARD_ATI_RADEON_HD4800},    /* HD4800 - highend */
1826             {"(RV790",  CARD_ATI_RADEON_HD4800},
1827             {"(RV770",  CARD_ATI_RADEON_HD4800},
1828             {"(RV740",  CARD_ATI_RADEON_HD4700},    /* HD4700 - midend */
1829             {"(RV730",  CARD_ATI_RADEON_HD4600},    /* HD4600 - midend */
1830             {"(RV710",  CARD_ATI_RADEON_HD4350},    /* HD4500/HD4350 - lowend */
1831             /* R600/R700 integrated */
1832             {"RS880",   CARD_ATI_RADEON_HD3200},
1833             {"RS780",   CARD_ATI_RADEON_HD3200},
1834             /* R600 */
1835             {"(R680",   CARD_ATI_RADEON_HD2900},    /* HD2900/HD3800 - highend */
1836             {"(R600",   CARD_ATI_RADEON_HD2900},
1837             {"(RV670",  CARD_ATI_RADEON_HD2900},
1838             {"(RV635",  CARD_ATI_RADEON_HD2600},    /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1839             {"(RV630",  CARD_ATI_RADEON_HD2600},
1840             {"(RV620",  CARD_ATI_RADEON_HD2350},    /* HD2300/HD2400/HD3400 - lowend */
1841             {"(RV610",  CARD_ATI_RADEON_HD2350},
1842         };
1843
1844         for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1845         {
1846             if (strstr(gl_renderer, cards[i].renderer))
1847                 return cards[i].id;
1848         }
1849     }
1850
1851     if (WINE_D3D8_CAPABLE(gl_info))
1852     {
1853         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1854     }
1855
1856     if (WINE_D3D7_CAPABLE(gl_info))
1857     {
1858         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1859     }
1860
1861     return CARD_ATI_RAGE_128PRO;
1862 }
1863
1864 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1865         const char *gl_renderer)
1866 {
1867     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1868     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1869     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1870     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1871     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1872     return CARD_NVIDIA_RIVA_128;
1873 }
1874
1875
1876 struct vendor_card_selection
1877 {
1878     enum wined3d_gl_vendor gl_vendor;
1879     enum wined3d_pci_vendor card_vendor;
1880     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1881     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1882 };
1883
1884 static const struct vendor_card_selection vendor_card_select_table[] =
1885 {
1886     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1887     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1888     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1889     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel},
1890     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1891     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1892     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1893     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel},
1894     {GL_VENDOR_INTEL,  HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel}
1895 };
1896
1897
1898 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1899         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1900 {
1901     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1902      * different GPUs with roughly the same features. In most cases GPUs from a
1903      * certain family differ in clockspeeds, the amount of video memory and the
1904      * number of shader pipelines.
1905      *
1906      * A Direct3D device object contains the PCI id (vendor + device) of the
1907      * videocard which is used for rendering. Various applications use this
1908      * information to get a rough estimation of the features of the card and
1909      * some might use it for enabling 3d effects only on certain types of
1910      * videocards. In some cases games might even use it to work around bugs
1911      * which happen on certain videocards/driver combinations. The problem is
1912      * that OpenGL only exposes a rendering string containing the name of the
1913      * videocard and not the PCI id.
1914      *
1915      * Various games depend on the PCI id, so somehow we need to provide one.
1916      * A simple option is to parse the renderer string and translate this to
1917      * the right PCI id. This is a lot of work because there are more than 200
1918      * GPUs just for Nvidia. Various cards share the same renderer string, so
1919      * the amount of code might be 'small' but there are quite a number of
1920      * exceptions which would make this a pain to maintain. Another way would
1921      * be to query the PCI id from the operating system (assuming this is the
1922      * videocard which is used for rendering which is not always the case).
1923      * This would work but it is not very portable. Second it would not work
1924      * well in, let's say, a remote X situation in which the amount of 3d
1925      * features which can be used is limited.
1926      *
1927      * As said most games only use the PCI id to get an indication of the
1928      * capabilities of the card. It doesn't really matter if the given id is
1929      * the correct one if we return the id of a card with similar 3d features.
1930      *
1931      * The code below checks the OpenGL capabilities of a videocard and matches
1932      * that to a certain level of Direct3D functionality. Once a card passes
1933      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1934      * least a GeforceFX. To give a better estimate we do a basic check on the
1935      * renderer string but if that won't pass we return a default card. This
1936      * way is better than maintaining a full card database as even without a
1937      * full database we can return a card with similar features. Second the
1938      * size of the database can be made quite small because when you know what
1939      * type of 3d functionality a card has, you know to which GPU family the
1940      * GPU must belong. Because of this you only have to check a small part of
1941      * the renderer string to distinguishes between different models from that
1942      * family.
1943      *
1944      * The code also selects a default amount of video memory which we will
1945      * use for an estimation of the amount of free texture memory. In case of
1946      * real D3D the amount of texture memory includes video memory and system
1947      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1948      * HyperMemory). We don't know how much system memory can be addressed by
1949      * the system but we can make a reasonable estimation about the amount of
1950      * video memory. If the value is slightly wrong it doesn't matter as we
1951      * didn't include AGP-like memory which makes the amount of addressable
1952      * memory higher and second OpenGL isn't that critical it moves to system
1953      * memory behind our backs if really needed. Note that the amount of video
1954      * memory can be overruled using a registry setting. */
1955
1956     int i;
1957
1958     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1959     {
1960         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1961             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1962                 continue;
1963         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1964         return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1965     }
1966
1967     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1968                      *gl_vendor, *card_vendor);
1969
1970     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1971      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1972      * them a good generic choice. */
1973     *card_vendor = HW_VENDOR_NVIDIA;
1974     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1975     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1976     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1977     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1978     return CARD_NVIDIA_RIVA_128;
1979 }
1980
1981 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1982 {
1983     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1984     int vs_selected_mode, ps_selected_mode;
1985
1986     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1987     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1988             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1989     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1990     else if (gl_info->supported[NV_REGISTER_COMBINERS]
1991             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1992     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1993     else return &ffp_fragment_pipeline;
1994 }
1995
1996 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1997 {
1998     int vs_selected_mode, ps_selected_mode;
1999
2000     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2001     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2002     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2003     return &none_shader_backend;
2004 }
2005
2006 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2007 {
2008     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2009     int vs_selected_mode, ps_selected_mode;
2010
2011     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2012     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2013             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2014     else return &ffp_blit;
2015 }
2016
2017 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2018 {
2019     DWORD ver;
2020
2021 #define USE_GL_FUNC(type, pfn, ext, replace) \
2022     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2023     else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2024     else gl_info->pfn = NULL;
2025
2026     GL_EXT_FUNCS_GEN;
2027 #undef USE_GL_FUNC
2028
2029 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2030     WGL_EXT_FUNCS_GEN;
2031 #undef USE_GL_FUNC
2032 }
2033
2034 /* Context activation is done by the caller. */
2035 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2036 {
2037     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2038     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2039     const char *GL_Extensions    = NULL;
2040     const char *WGL_Extensions   = NULL;
2041     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2042     struct fragment_caps fragment_caps;
2043     enum wined3d_gl_vendor gl_vendor;
2044     enum wined3d_pci_vendor card_vendor;
2045     enum wined3d_pci_device device;
2046     GLint       gl_max;
2047     GLfloat     gl_floatv[2];
2048     unsigned    i;
2049     HDC         hdc;
2050     DWORD gl_version;
2051     size_t len;
2052
2053     TRACE_(d3d_caps)("(%p)\n", gl_info);
2054
2055     ENTER_GL();
2056
2057     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2058     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2059     if (!gl_renderer_str)
2060     {
2061         LEAVE_GL();
2062         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2063         return FALSE;
2064     }
2065
2066     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2067     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2068     if (!gl_vendor_str)
2069     {
2070         LEAVE_GL();
2071         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2072         return FALSE;
2073     }
2074
2075     /* Parse the GL_VERSION field into major and minor information */
2076     gl_version_str = (const char *)glGetString(GL_VERSION);
2077     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2078     if (!gl_version_str)
2079     {
2080         LEAVE_GL();
2081         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2082         return FALSE;
2083     }
2084     gl_version = wined3d_parse_gl_version(gl_version_str);
2085
2086     /*
2087      * Initialize openGL extension related variables
2088      *  with Default values
2089      */
2090     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2091     gl_info->limits.blends = 1;
2092     gl_info->limits.buffers = 1;
2093     gl_info->limits.textures = 1;
2094     gl_info->limits.fragment_samplers = 1;
2095     gl_info->limits.vertex_samplers = 0;
2096     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2097     gl_info->limits.sampler_stages = 1;
2098     gl_info->limits.glsl_vs_float_constants = 0;
2099     gl_info->limits.glsl_ps_float_constants = 0;
2100     gl_info->limits.arb_vs_float_constants = 0;
2101     gl_info->limits.arb_vs_native_constants = 0;
2102     gl_info->limits.arb_vs_instructions = 0;
2103     gl_info->limits.arb_vs_temps = 0;
2104     gl_info->limits.arb_ps_float_constants = 0;
2105     gl_info->limits.arb_ps_local_constants = 0;
2106     gl_info->limits.arb_ps_instructions = 0;
2107     gl_info->limits.arb_ps_temps = 0;
2108
2109     /* Retrieve opengl defaults */
2110     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2111     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2112     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2113
2114     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2115     gl_info->limits.lights = gl_max;
2116     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2117
2118     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2119     gl_info->limits.texture_size = gl_max;
2120     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2121
2122     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2123     gl_info->limits.pointsize_min = gl_floatv[0];
2124     gl_info->limits.pointsize_max = gl_floatv[1];
2125     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2126
2127     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2128     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2129     if (!GL_Extensions)
2130     {
2131         LEAVE_GL();
2132         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2133         return FALSE;
2134     }
2135
2136     LEAVE_GL();
2137
2138     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2139
2140     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2141
2142     while (*GL_Extensions)
2143     {
2144         const char *start;
2145
2146         while (isspace(*GL_Extensions)) ++GL_Extensions;
2147         start = GL_Extensions;
2148         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2149
2150         len = GL_Extensions - start;
2151         if (!len) continue;
2152
2153         TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2154
2155         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2156         {
2157             if (len == strlen(EXTENSION_MAP[i].extension_string)
2158                     && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2159             {
2160                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2161                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2162                 break;
2163             }
2164         }
2165     }
2166
2167     /* Now work out what GL support this card really has */
2168     load_gl_funcs( gl_info, gl_version );
2169
2170     ENTER_GL();
2171
2172     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2173      * loading the functions, otherwise the code above will load the extension entry points instead of the
2174      * core functions, which may not work. */
2175     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2176     {
2177         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2178                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2179         {
2180             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2181             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2182         }
2183     }
2184
2185     if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2186
2187     if (gl_info->supported[APPLE_FENCE])
2188     {
2189         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2190          * The apple extension interacts with some other apple exts. Disable the NV
2191          * extension if the apple one is support to prevent confusion in other parts
2192          * of the code. */
2193         gl_info->supported[NV_FENCE] = FALSE;
2194     }
2195     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2196     {
2197         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2198          *
2199          * The enums are the same:
2200          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2201          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2202          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2203          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2204          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2205          */
2206         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2207         {
2208             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2209             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2210         }
2211         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2212         {
2213             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2214             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2215         }
2216     }
2217     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2218     {
2219         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2220          * functionality. Prefer the ARB extension */
2221         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2222     }
2223     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2224     {
2225         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2226         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2227     }
2228     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2229     {
2230         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2231         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2232     }
2233     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2234     {
2235         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2236         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2237     }
2238     if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2239     {
2240         TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2241         gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2242     }
2243     if (gl_info->supported[NV_TEXTURE_SHADER2])
2244     {
2245         if (gl_info->supported[NV_REGISTER_COMBINERS])
2246         {
2247             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2248              * are supported. The nv extensions provide the same functionality as the
2249              * ATI one, and a bit more(signed pixelformats). */
2250             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2251         }
2252     }
2253
2254     if (gl_info->supported[NV_REGISTER_COMBINERS])
2255     {
2256         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2257         gl_info->limits.general_combiners = gl_max;
2258         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2259     }
2260     if (gl_info->supported[ARB_DRAW_BUFFERS])
2261     {
2262         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2263         gl_info->limits.buffers = gl_max;
2264         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2265     }
2266     if (gl_info->supported[ARB_MULTITEXTURE])
2267     {
2268         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2269         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2270         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2271
2272         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2273         {
2274             GLint tmp;
2275             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2276             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2277         }
2278         else
2279         {
2280             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2281         }
2282         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2283
2284         if (gl_info->supported[ARB_VERTEX_SHADER])
2285         {
2286             GLint tmp;
2287             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2288             gl_info->limits.vertex_samplers = tmp;
2289             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2290             gl_info->limits.combined_samplers = tmp;
2291
2292             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2293              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2294              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2295              * shader is used with fixed function vertex processing we're fine too because fixed function
2296              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2297              * used we have to make sure that all vertex sampler setups are valid together with all
2298              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2299              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2300              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2301              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2302              * a fixed function pipeline anymore.
2303              *
2304              * So this is just a check to check that our assumption holds true. If not, write a warning
2305              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2306             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2307                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2308             {
2309                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2310                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2311                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2312                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2313                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2314                 else
2315                     gl_info->limits.vertex_samplers = 0;
2316             }
2317         }
2318         else
2319         {
2320             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2321         }
2322         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2323         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2324     }
2325     if (gl_info->supported[ARB_VERTEX_BLEND])
2326     {
2327         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2328         gl_info->limits.blends = gl_max;
2329         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2330     }
2331     if (gl_info->supported[EXT_TEXTURE3D])
2332     {
2333         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2334         gl_info->limits.texture3d_size = gl_max;
2335         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2336     }
2337     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2338     {
2339         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2340         gl_info->limits.anisotropy = gl_max;
2341         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2342     }
2343     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2344     {
2345         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2346         gl_info->limits.arb_ps_float_constants = gl_max;
2347         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2348         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2349         gl_info->limits.arb_ps_native_constants = gl_max;
2350         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2351                 gl_info->limits.arb_ps_native_constants);
2352         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2353         gl_info->limits.arb_ps_temps = gl_max;
2354         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2355         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2356         gl_info->limits.arb_ps_instructions = gl_max;
2357         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2358         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2359         gl_info->limits.arb_ps_local_constants = gl_max;
2360         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2361     }
2362     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2363     {
2364         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2365         gl_info->limits.arb_vs_float_constants = gl_max;
2366         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2367         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2368         gl_info->limits.arb_vs_native_constants = gl_max;
2369         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2370                 gl_info->limits.arb_vs_native_constants);
2371         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2372         gl_info->limits.arb_vs_temps = gl_max;
2373         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2374         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2375         gl_info->limits.arb_vs_instructions = gl_max;
2376         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2377
2378         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2379     }
2380     if (gl_info->supported[ARB_VERTEX_SHADER])
2381     {
2382         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2383         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2384         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2385     }
2386     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2387     {
2388         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2389         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2390         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2391         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2392         gl_info->limits.glsl_varyings = gl_max;
2393         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2394     }
2395     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2396     {
2397         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2398         unsigned int major, minor;
2399
2400         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2401
2402         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2403         sscanf(str, "%u.%u", &major, &minor);
2404         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2405     }
2406     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2407     {
2408         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2409     }
2410     else
2411     {
2412         gl_info->limits.shininess = 128.0f;
2413     }
2414     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2415     {
2416         /* If we have full NP2 texture support, disable
2417          * GL_ARB_texture_rectangle because we will never use it.
2418          * This saves a few redundant glDisable calls. */
2419         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2420     }
2421     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2422     {
2423         /* Disable NV_register_combiners and fragment shader if this is supported.
2424          * generally the NV extensions are preferred over the ATI ones, and this
2425          * extension is disabled if register_combiners and texture_shader2 are both
2426          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2427          * fragment processing support. */
2428         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2429         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2430         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2431         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2432     }
2433     if (gl_info->supported[NV_HALF_FLOAT])
2434     {
2435         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2436         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2437     }
2438     if (gl_info->supported[ARB_POINT_SPRITE])
2439     {
2440         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2441     }
2442     else
2443     {
2444         gl_info->limits.point_sprite_units = 0;
2445     }
2446     checkGLcall("extension detection");
2447
2448     LEAVE_GL();
2449
2450     adapter->fragment_pipe = select_fragment_implementation(adapter);
2451     adapter->shader_backend = select_shader_backend(adapter);
2452     adapter->blitter = select_blit_implementation(adapter);
2453
2454     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2455     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2456     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2457
2458     /* In some cases the number of texture stages can be larger than the number
2459      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2460      * shaders), but 8 texture stages (register combiners). */
2461     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2462
2463     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2464     {
2465         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2466         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2467         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2468         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2469         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2470         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2471         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2472         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2473         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2474         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2475         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2476         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2477         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2478         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2479         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2480         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2481         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2482         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2483         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2484     }
2485     else
2486     {
2487         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2488         {
2489             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2490             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2491             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2492             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2493             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2494             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2495             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2496             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2497             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2498             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2499             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2500             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2501             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2502             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2503             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2504             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2505             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2506         }
2507         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2508         {
2509             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2510             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2511         }
2512         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2513         {
2514             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2515         }
2516         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2517         {
2518             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2519         }
2520     }
2521
2522     /* MRTs are currently only supported when FBOs are used. */
2523     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2524     {
2525         gl_info->limits.buffers = 1;
2526     }
2527
2528     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2529     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2530     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2531
2532     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2533     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2534
2535     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2536     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2537             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2538     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2539     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2540             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2541     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2542             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2543
2544     /* Make sure there's an active HDC else the WGL extensions will fail */
2545     hdc = pwglGetCurrentDC();
2546     if (hdc) {
2547         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2548         if(GL_EXTCALL(wglGetExtensionsStringARB))
2549             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2550
2551         if (!WGL_Extensions)
2552         {
2553             ERR("   WGL_Extensions returns NULL\n");
2554         }
2555         else
2556         {
2557             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2558             while (*WGL_Extensions)
2559             {
2560                 const char *Start;
2561                 char ThisExtn[256];
2562
2563                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2564                 Start = WGL_Extensions;
2565                 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2566
2567                 len = WGL_Extensions - Start;
2568                 if (!len || len >= sizeof(ThisExtn))
2569                     continue;
2570
2571                 memcpy(ThisExtn, Start, len);
2572                 ThisExtn[len] = '\0';
2573                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2574
2575                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2576                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2577                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2578                 }
2579                 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2580                     gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2581                     TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2582                 }
2583                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2584                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2585                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2586                 }
2587             }
2588         }
2589     }
2590
2591     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2592     init_driver_info(driver_info, card_vendor, device);
2593     add_gl_compat_wrappers(gl_info);
2594
2595     return TRUE;
2596 }
2597
2598 /**********************************************************
2599  * IWineD3D implementation follows
2600  **********************************************************/
2601
2602 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2603     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2604
2605     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2606
2607     return This->adapter_count;
2608 }
2609
2610 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2611 {
2612     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2613
2614     return WINED3D_OK;
2615 }
2616
2617 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2618     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2619
2620     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2621
2622     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2623         return NULL;
2624     }
2625
2626     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2627 }
2628
2629 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2630      of the same bpp but different resolutions                                  */
2631
2632 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2633 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2634 {
2635     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2636
2637     TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2638
2639     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2640         return 0;
2641     }
2642
2643     /* TODO: Store modes per adapter and read it from the adapter structure */
2644     if (Adapter == 0)
2645     {
2646         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2647         UINT format_bits = format->byte_count * CHAR_BIT;
2648         unsigned int i = 0;
2649         unsigned int j = 0;
2650         DEVMODEW mode;
2651
2652         memset(&mode, 0, sizeof(mode));
2653         mode.dmSize = sizeof(mode);
2654
2655         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2656         {
2657             ++j;
2658
2659             if (format_id == WINED3DFMT_UNKNOWN)
2660             {
2661                 /* This is for D3D8, do not enumerate P8 here */
2662                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2663             }
2664             else if (mode.dmBitsPerPel == format_bits)
2665             {
2666                 ++i;
2667             }
2668         }
2669
2670         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2671         return i;
2672     } else {
2673         FIXME_(d3d_caps)("Adapter not primary display\n");
2674     }
2675     return 0;
2676 }
2677
2678 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2679 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2680         enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2681 {
2682     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2683
2684     TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2685             iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2686
2687     /* Validate the parameters as much as possible */
2688     if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2689             || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2690     {
2691         return WINED3DERR_INVALIDCALL;
2692     }
2693
2694     /* TODO: Store modes per adapter and read it from the adapter structure */
2695     if (Adapter == 0)
2696     {
2697         const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2698         UINT format_bits = format->byte_count * CHAR_BIT;
2699         DEVMODEW DevModeW;
2700         int ModeIdx = 0;
2701         UINT i = 0;
2702         int j = 0;
2703
2704         ZeroMemory(&DevModeW, sizeof(DevModeW));
2705         DevModeW.dmSize = sizeof(DevModeW);
2706
2707         /* If we are filtering to a specific format (D3D9), then need to skip
2708            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2709            just count through the ones with valid bit depths */
2710         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2711         {
2712             if (format_id == WINED3DFMT_UNKNOWN)
2713             {
2714                 /* This is for D3D8, do not enumerate P8 here */
2715                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2716             }
2717             else if (DevModeW.dmBitsPerPel == format_bits)
2718             {
2719                 ++i;
2720             }
2721         }
2722
2723         if (!i)
2724         {
2725             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2726             return WINED3DERR_INVALIDCALL;
2727         }
2728         ModeIdx = j - 1;
2729
2730         /* Now get the display mode via the calculated index */
2731         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2732             pMode->Width        = DevModeW.dmPelsWidth;
2733             pMode->Height       = DevModeW.dmPelsHeight;
2734             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2735             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2736                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2737
2738             if (format_id == WINED3DFMT_UNKNOWN)
2739                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2740             else
2741                 pMode->Format = format_id;
2742         }
2743         else
2744         {
2745             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2746             return WINED3DERR_INVALIDCALL;
2747         }
2748
2749         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2750                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2751                 DevModeW.dmBitsPerPel);
2752
2753     }
2754     else
2755     {
2756         FIXME_(d3d_caps)("Adapter not primary display\n");
2757     }
2758
2759     return WINED3D_OK;
2760 }
2761
2762 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2763 {
2764     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2765
2766     if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2767         return WINED3DERR_INVALIDCALL;
2768
2769     if (Adapter == 0) { /* Display */
2770         int bpp = 0;
2771         DEVMODEW DevModeW;
2772
2773         ZeroMemory(&DevModeW, sizeof(DevModeW));
2774         DevModeW.dmSize = sizeof(DevModeW);
2775
2776         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2777         pMode->Width        = DevModeW.dmPelsWidth;
2778         pMode->Height       = DevModeW.dmPelsHeight;
2779         bpp                 = DevModeW.dmBitsPerPel;
2780         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2781         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2782         {
2783             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2784         }
2785
2786         pMode->Format = pixelformat_for_depth(bpp);
2787     } else {
2788         FIXME_(d3d_caps)("Adapter not primary display\n");
2789     }
2790
2791     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2792           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2793     return WINED3D_OK;
2794 }
2795
2796 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2797    and fields being inserted in the middle, a new structure is used in place    */
2798 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2799         UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2800 {
2801     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2802     struct wined3d_adapter *adapter;
2803     size_t len;
2804
2805     TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2806
2807     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2808         return WINED3DERR_INVALIDCALL;
2809     }
2810
2811     adapter = &This->adapters[Adapter];
2812
2813     /* Return the information requested */
2814     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2815
2816     if (pIdentifier->driver_size)
2817     {
2818         const char *name = adapter->driver_info.name;
2819         len = min(strlen(name), pIdentifier->driver_size - 1);
2820         memcpy(pIdentifier->driver, name, len);
2821         pIdentifier->driver[len] = '\0';
2822     }
2823
2824     if (pIdentifier->description_size)
2825     {
2826         const char *description = adapter->driver_info.description;
2827         len = min(strlen(description), pIdentifier->description_size - 1);
2828         memcpy(pIdentifier->description, description, len);
2829         pIdentifier->description[len] = '\0';
2830     }
2831
2832     /* Note that d3d8 doesn't supply a device name. */
2833     if (pIdentifier->device_name_size)
2834     {
2835         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2836
2837         len = strlen(device_name);
2838         if (len >= pIdentifier->device_name_size)
2839         {
2840             ERR("Device name size too small.\n");
2841             return WINED3DERR_INVALIDCALL;
2842         }
2843
2844         memcpy(pIdentifier->device_name, device_name, len);
2845         pIdentifier->device_name[len] = '\0';
2846     }
2847
2848     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2849     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2850     pIdentifier->vendor_id = adapter->driver_info.vendor;
2851     pIdentifier->device_id = adapter->driver_info.device;
2852     pIdentifier->subsystem_id = 0;
2853     pIdentifier->revision = 0;
2854     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2855     pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2856     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2857     pIdentifier->video_memory = adapter->TextureRam;
2858
2859     return WINED3D_OK;
2860 }
2861
2862 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2863         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2864 {
2865     short redSize, greenSize, blueSize, alphaSize, colorBits;
2866
2867     if(!cfg)
2868         return FALSE;
2869
2870     /* Float formats need FBOs. If FBOs are used this function isn't called */
2871     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2872
2873     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2874         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2875         {
2876             ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2877             return FALSE;
2878         }
2879
2880         if(cfg->redSize < redSize)
2881             return FALSE;
2882
2883         if(cfg->greenSize < greenSize)
2884             return FALSE;
2885
2886         if(cfg->blueSize < blueSize)
2887             return FALSE;
2888
2889         if(cfg->alphaSize < alphaSize)
2890             return FALSE;
2891
2892         return TRUE;
2893     }
2894
2895     /* Probably a RGBA_float or color index mode */
2896     return FALSE;
2897 }
2898
2899 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2900         const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2901 {
2902     short depthSize, stencilSize;
2903     BOOL lockable = FALSE;
2904
2905     if(!cfg)
2906         return FALSE;
2907
2908     if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2909     {
2910         ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2911         return FALSE;
2912     }
2913
2914     /* Float formats need FBOs. If FBOs are used this function isn't called */
2915     if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2916
2917     if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2918         lockable = TRUE;
2919
2920     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2921      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2922      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2923     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2924         return FALSE;
2925
2926     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2927      * allow more stencil bits than requested. */
2928     if(cfg->stencilSize < stencilSize)
2929         return FALSE;
2930
2931     return TRUE;
2932 }
2933
2934 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2935         UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2936         enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2937 {
2938     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2939     int nCfgs;
2940     const WineD3D_PixelFormat *cfgs;
2941     const struct wined3d_adapter *adapter;
2942     const struct wined3d_format *rt_format;
2943     const struct wined3d_format *ds_format;
2944     int it;
2945
2946     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2947            This, Adapter,
2948            DeviceType, debug_d3ddevicetype(DeviceType),
2949            AdapterFormat, debug_d3dformat(AdapterFormat),
2950            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2951            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2952
2953     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2954         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2955         return WINED3DERR_INVALIDCALL;
2956     }
2957
2958     adapter = &This->adapters[Adapter];
2959     rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2960     ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2961     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2962     {
2963         if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2964                 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2965         {
2966             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2967             return WINED3D_OK;
2968         }
2969     }
2970     else
2971     {
2972         cfgs = adapter->cfgs;
2973         nCfgs = adapter->nCfgs;
2974         for (it = 0; it < nCfgs; ++it)
2975         {
2976             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2977             {
2978                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2979                 {
2980                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2981                     return WINED3D_OK;
2982                 }
2983             }
2984         }
2985     }
2986     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2987
2988     return WINED3DERR_NOTAVAILABLE;
2989 }
2990
2991 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2992         WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2993         WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2994 {
2995     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2996     const struct wined3d_adapter *adapter;
2997     const struct wined3d_format *format;
2998
2999     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3000           This,
3001           Adapter,
3002           DeviceType, debug_d3ddevicetype(DeviceType),
3003           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3004           Windowed,
3005           MultiSampleType,
3006           pQualityLevels);
3007
3008     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3009         return WINED3DERR_INVALIDCALL;
3010     }
3011
3012     /* TODO: handle Windowed, add more quality levels */
3013
3014     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3015         if(pQualityLevels) *pQualityLevels = 1;
3016         return WINED3D_OK;
3017     }
3018
3019     /* By default multisampling is disabled right now as it causes issues
3020      * on some Nvidia driver versions and it doesn't work well in combination
3021      * with FBOs yet. */
3022     if(!wined3d_settings.allow_multisampling)
3023         return WINED3DERR_NOTAVAILABLE;
3024
3025     adapter = &This->adapters[Adapter];
3026     format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3027     if (!format) return WINED3DERR_INVALIDCALL;
3028
3029     if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3030     {
3031         int i, nCfgs;
3032         const WineD3D_PixelFormat *cfgs;
3033
3034         cfgs = adapter->cfgs;
3035         nCfgs = adapter->nCfgs;
3036         for(i=0; i<nCfgs; i++) {
3037             if(cfgs[i].numSamples != MultiSampleType)
3038                 continue;
3039
3040             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3041                 continue;
3042
3043             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3044
3045             if(pQualityLevels)
3046                 *pQualityLevels = 1; /* Guess at a value! */
3047             return WINED3D_OK;
3048         }
3049     }
3050     else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3051     {
3052         short redSize, greenSize, blueSize, alphaSize, colorBits;
3053         int i, nCfgs;
3054         const WineD3D_PixelFormat *cfgs;
3055
3056         if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3057         {
3058             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3059             return WINED3DERR_NOTAVAILABLE;
3060         }
3061
3062         cfgs = adapter->cfgs;
3063         nCfgs = adapter->nCfgs;
3064         for(i=0; i<nCfgs; i++) {
3065             if(cfgs[i].numSamples != MultiSampleType)
3066                 continue;
3067             if(cfgs[i].redSize != redSize)
3068                 continue;
3069             if(cfgs[i].greenSize != greenSize)
3070                 continue;
3071             if(cfgs[i].blueSize != blueSize)
3072                 continue;
3073             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3074             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3075                 continue;
3076             if (cfgs[i].colorSize != (format->byte_count << 3))
3077                 continue;
3078
3079             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3080
3081             if(pQualityLevels)
3082                 *pQualityLevels = 1; /* Guess at a value! */
3083             return WINED3D_OK;
3084         }
3085     }
3086     return WINED3DERR_NOTAVAILABLE;
3087 }
3088
3089 /* Check if we support bumpmapping for a format */
3090 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3091 {
3092     /* Ask the fixed function pipeline implementation if it can deal
3093      * with the conversion. If we've got a GL extension giving native
3094      * support this will be an identity conversion. */
3095     return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3096             && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3097 }
3098
3099 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3100 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3101         const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3102 {
3103     int it=0;
3104
3105     /* Only allow depth/stencil formats */
3106     if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3107
3108     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3109     {
3110         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3111         if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3112     }
3113     else
3114     {
3115         /* Walk through all WGL pixel formats to find a match */
3116         for (it = 0; it < adapter->nCfgs; ++it)
3117         {
3118             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3119             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3120             {
3121                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3122                 {
3123                     return TRUE;
3124                 }
3125             }
3126         }
3127     }
3128
3129     return FALSE;
3130 }
3131
3132 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3133 {
3134     /* The flags entry of a format contains the filtering capability */
3135     if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3136
3137     return FALSE;
3138 }
3139
3140 /* Check the render target capabilities of a format */
3141 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3142         const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3143 {
3144     /* Filter out non-RT formats */
3145     if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3146     if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3147     {
3148         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3149         int it;
3150         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3151         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3152
3153         getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3154         getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3155
3156         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3157          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3158         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3159             TRACE_(d3d_caps)("[FAILED]\n");
3160             return FALSE;
3161         }
3162
3163         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3164          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3165         for (it = 0; it < adapter->nCfgs; ++it)
3166         {
3167             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3168                     &cfgs[it], check_format))
3169             {
3170                 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3171                         cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3172                 return TRUE;
3173             }
3174         }
3175     }
3176     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3177     {
3178         /* For now return TRUE for FBOs until we have some proper checks.
3179          * Note that this function will only be called when the format is around for texturing. */
3180         return TRUE;
3181     }
3182     return FALSE;
3183 }
3184
3185 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3186 {
3187     return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3188 }
3189
3190 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3191 {
3192     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3193      * doing the color fixup in shaders.
3194      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3195     if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3196     {
3197         int vs_selected_mode;
3198         int ps_selected_mode;
3199         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3200
3201         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3202             TRACE_(d3d_caps)("[OK]\n");
3203             return TRUE;
3204         }
3205     }
3206
3207     TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3208     return FALSE;
3209 }
3210
3211 /* Check if a format support blending in combination with pixel shaders */
3212 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3213         const struct wined3d_format *format)
3214 {
3215     /* The flags entry of a format contains the post pixel shader blending capability */
3216     if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3217
3218     return FALSE;
3219 }
3220
3221 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3222 {
3223     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3224      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3225      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3226      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3227      * capability anyway.
3228      *
3229      * For now lets report this on all formats, but in the future we may want to
3230      * restrict it to some should games need that
3231      */
3232     return TRUE;
3233 }
3234
3235 /* Check if a texture format is supported on the given adapter */
3236 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3237 {
3238     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3239
3240     switch (format->id)
3241     {
3242         /*****
3243          *  supported: RGB(A) formats
3244          */
3245         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3246         case WINED3DFMT_B8G8R8A8_UNORM:
3247         case WINED3DFMT_B8G8R8X8_UNORM:
3248         case WINED3DFMT_B5G6R5_UNORM:
3249         case WINED3DFMT_B5G5R5X1_UNORM:
3250         case WINED3DFMT_B5G5R5A1_UNORM:
3251         case WINED3DFMT_B4G4R4A4_UNORM:
3252         case WINED3DFMT_A8_UNORM:
3253         case WINED3DFMT_B4G4R4X4_UNORM:
3254         case WINED3DFMT_R8G8B8A8_UNORM:
3255         case WINED3DFMT_R8G8B8X8_UNORM:
3256         case WINED3DFMT_B10G10R10A2_UNORM:
3257         case WINED3DFMT_R10G10B10A2_UNORM:
3258         case WINED3DFMT_R16G16_UNORM:
3259             TRACE_(d3d_caps)("[OK]\n");
3260             return TRUE;
3261
3262         case WINED3DFMT_B2G3R3_UNORM:
3263             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3264             return FALSE;
3265
3266         /*****
3267          *  Not supported: Palettized
3268          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3269          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3270          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3271          */
3272         case WINED3DFMT_P8_UINT:
3273         case WINED3DFMT_P8_UINT_A8_UNORM:
3274             return FALSE;
3275
3276         /*****
3277          *  Supported: (Alpha)-Luminance
3278          */
3279         case WINED3DFMT_L8_UNORM:
3280         case WINED3DFMT_L8A8_UNORM:
3281         case WINED3DFMT_L16_UNORM:
3282             TRACE_(d3d_caps)("[OK]\n");
3283             return TRUE;
3284
3285         /* Not supported on Windows, thus disabled */
3286         case WINED3DFMT_L4A4_UNORM:
3287             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3288             return FALSE;
3289
3290         /*****
3291          *  Supported: Depth/Stencil formats
3292          */
3293         case WINED3DFMT_D16_LOCKABLE:
3294         case WINED3DFMT_D16_UNORM:
3295         case WINED3DFMT_S1_UINT_D15_UNORM:
3296         case WINED3DFMT_X8D24_UNORM:
3297         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3298         case WINED3DFMT_D24_UNORM_S8_UINT:
3299         case WINED3DFMT_S8_UINT_D24_FLOAT:
3300         case WINED3DFMT_D32_UNORM:
3301         case WINED3DFMT_D32_FLOAT:
3302             return TRUE;
3303
3304         case WINED3DFMT_INTZ:
3305             if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3306                     || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3307                 return TRUE;
3308             return FALSE;
3309
3310         /*****
3311          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3312          *  GL_NV_texture_shader). Emulated by shaders
3313          */
3314         case WINED3DFMT_R8G8_SNORM:
3315         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3316         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3317         case WINED3DFMT_R8G8B8A8_SNORM:
3318         case WINED3DFMT_R16G16_SNORM:
3319             /* Ask the shader backend if it can deal with the conversion. If
3320              * we've got a GL extension giving native support this will be an
3321              * identity conversion. */
3322             if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3323             {
3324                 TRACE_(d3d_caps)("[OK]\n");
3325                 return TRUE;
3326             }
3327             TRACE_(d3d_caps)("[FAILED]\n");
3328             return FALSE;
3329
3330         case WINED3DFMT_DXT1:
3331         case WINED3DFMT_DXT2:
3332         case WINED3DFMT_DXT3:
3333         case WINED3DFMT_DXT4:
3334         case WINED3DFMT_DXT5:
3335             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3336             {
3337                 TRACE_(d3d_caps)("[OK]\n");
3338                 return TRUE;
3339             }
3340             TRACE_(d3d_caps)("[FAILED]\n");
3341             return FALSE;
3342
3343
3344         /*****
3345          *  Odd formats - not supported
3346          */
3347         case WINED3DFMT_VERTEXDATA:
3348         case WINED3DFMT_R16_UINT:
3349         case WINED3DFMT_R32_UINT:
3350         case WINED3DFMT_R16G16B16A16_SNORM:
3351         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3352         case WINED3DFMT_R10G11B11_SNORM:
3353             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3354             return FALSE;
3355
3356         /*****
3357          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3358          */
3359         case WINED3DFMT_R8G8_SNORM_Cx:
3360             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3361             return FALSE;
3362
3363         /* YUV formats */
3364         case WINED3DFMT_UYVY:
3365         case WINED3DFMT_YUY2:
3366             if (gl_info->supported[APPLE_YCBCR_422])
3367             {
3368                 TRACE_(d3d_caps)("[OK]\n");
3369                 return TRUE;
3370             }
3371             TRACE_(d3d_caps)("[FAILED]\n");
3372             return FALSE;
3373         case WINED3DFMT_YV12:
3374             TRACE_(d3d_caps)("[FAILED]\n");
3375             return FALSE;
3376
3377             /* Not supported */
3378         case WINED3DFMT_R16G16B16A16_UNORM:
3379         case WINED3DFMT_B2G3R3A8_UNORM:
3380             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3381             return FALSE;
3382
3383             /* Floating point formats */
3384         case WINED3DFMT_R16_FLOAT:
3385         case WINED3DFMT_R16G16_FLOAT:
3386         case WINED3DFMT_R16G16B16A16_FLOAT:
3387             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3388             {
3389                 TRACE_(d3d_caps)("[OK]\n");
3390                 return TRUE;
3391             }
3392             TRACE_(d3d_caps)("[FAILED]\n");
3393             return FALSE;
3394
3395         case WINED3DFMT_R32_FLOAT:
3396         case WINED3DFMT_R32G32_FLOAT:
3397         case WINED3DFMT_R32G32B32A32_FLOAT:
3398             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3399             {
3400                 TRACE_(d3d_caps)("[OK]\n");
3401                 return TRUE;
3402             }
3403             TRACE_(d3d_caps)("[FAILED]\n");
3404             return FALSE;
3405
3406         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3407          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3408          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3409          * We can do instancing with all shader versions, but we need vertex shaders.
3410          *
3411          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3412          * to enable instancing. WineD3D doesn't need that and just ignores it.
3413          *
3414          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3415          */
3416         case WINED3DFMT_INST:
3417             TRACE("ATI Instancing check hack\n");
3418             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3419             {
3420                 TRACE_(d3d_caps)("[OK]\n");
3421                 return TRUE;
3422             }
3423             TRACE_(d3d_caps)("[FAILED]\n");
3424             return FALSE;
3425
3426         /* Some weird FOURCC formats */
3427         case WINED3DFMT_R8G8_B8G8:
3428         case WINED3DFMT_G8R8_G8B8:
3429         case WINED3DFMT_MULTI2_ARGB8:
3430             TRACE_(d3d_caps)("[FAILED]\n");
3431             return FALSE;
3432
3433         /* Vendor specific formats */
3434         case WINED3DFMT_ATI2N:
3435             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3436                     || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3437             {
3438                 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3439                         && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3440                 {
3441                     TRACE_(d3d_caps)("[OK]\n");
3442                     return TRUE;
3443                 }
3444
3445                 TRACE_(d3d_caps)("[OK]\n");
3446                 return TRUE;
3447             }
3448             TRACE_(d3d_caps)("[FAILED]\n");
3449             return FALSE;
3450
3451         /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3452          * format MAKEFOURCC('N','V','D','B') is used.
3453          * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3454          * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3455          * to test value.
3456          */
3457         case WINED3DFMT_NVDB:
3458             if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3459             {
3460                 TRACE_(d3d_caps)("[OK]\n");
3461                 return TRUE;
3462             }
3463             TRACE_(d3d_caps)("[FAILED]\n");
3464             return FALSE;
3465
3466         case WINED3DFMT_NVHU:
3467         case WINED3DFMT_NVHS:
3468             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3469              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3470              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3471              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3472              * Applications have to deal with not having NVHS and NVHU.
3473              */
3474             TRACE_(d3d_caps)("[FAILED]\n");
3475             return FALSE;
3476
3477         case WINED3DFMT_NULL:
3478             if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3479                 return TRUE;
3480             return FALSE;
3481
3482         case WINED3DFMT_UNKNOWN:
3483             return FALSE;
3484
3485         default:
3486             ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3487             break;
3488     }
3489     return FALSE;
3490 }
3491
3492 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3493         const struct wined3d_format *adapter_format,
3494         const struct wined3d_format *check_format,
3495         WINED3DSURFTYPE SurfaceType)
3496 {
3497     if (SurfaceType == SURFACE_GDI)
3498     {
3499         switch (check_format->id)
3500         {
3501             case WINED3DFMT_B8G8R8_UNORM:
3502             case WINED3DFMT_B8G8R8A8_UNORM:
3503             case WINED3DFMT_B8G8R8X8_UNORM:
3504             case WINED3DFMT_B5G6R5_UNORM:
3505             case WINED3DFMT_B5G5R5X1_UNORM:
3506             case WINED3DFMT_B5G5R5A1_UNORM:
3507             case WINED3DFMT_B4G4R4A4_UNORM:
3508             case WINED3DFMT_B2G3R3_UNORM:
3509             case WINED3DFMT_A8_UNORM:
3510             case WINED3DFMT_B2G3R3A8_UNORM:
3511             case WINED3DFMT_B4G4R4X4_UNORM:
3512             case WINED3DFMT_R10G10B10A2_UNORM:
3513             case WINED3DFMT_R8G8B8A8_UNORM:
3514             case WINED3DFMT_R8G8B8X8_UNORM:
3515             case WINED3DFMT_R16G16_UNORM:
3516             case WINED3DFMT_B10G10R10A2_UNORM:
3517             case WINED3DFMT_R16G16B16A16_UNORM:
3518             case WINED3DFMT_P8_UINT:
3519                 TRACE_(d3d_caps)("[OK]\n");
3520                 return TRUE;
3521             default:
3522                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3523                 return FALSE;
3524         }
3525     }
3526
3527     /* All format that are supported for textures are supported for surfaces as well */
3528     if (CheckTextureCapability(adapter, check_format)) return TRUE;
3529     /* All depth stencil formats are supported on surfaces */
3530     if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3531
3532     /* If opengl can't process the format natively, the blitter may be able to convert it */
3533     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3534             NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3535             NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3536     {
3537         TRACE_(d3d_caps)("[OK]\n");
3538         return TRUE;
3539     }
3540
3541     /* Reject other formats */
3542     TRACE_(d3d_caps)("[FAILED]\n");
3543     return FALSE;
3544 }
3545
3546 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3547         const struct wined3d_format *format)
3548 {
3549     return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3550 }
3551
3552 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3553         enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3554         enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3555 {
3556     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3557     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3558     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3559     const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3560     const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3561     DWORD UsageCaps = 0;
3562
3563     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3564           This,
3565           Adapter,
3566           DeviceType, debug_d3ddevicetype(DeviceType),
3567           AdapterFormat, debug_d3dformat(AdapterFormat),
3568           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3569           RType, debug_d3dresourcetype(RType),
3570           CheckFormat, debug_d3dformat(CheckFormat));
3571
3572     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3573         return WINED3DERR_INVALIDCALL;
3574     }
3575
3576     switch (RType)
3577     {
3578         case WINED3DRTYPE_CUBETEXTURE:
3579             /* Cubetexture allows:
3580              *      - WINED3DUSAGE_AUTOGENMIPMAP
3581              *      - WINED3DUSAGE_DEPTHSTENCIL
3582              *      - WINED3DUSAGE_DYNAMIC
3583              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3584              *      - WINED3DUSAGE_RENDERTARGET
3585              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3586              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3587              */
3588             if (SurfaceType != SURFACE_OPENGL)
3589             {
3590                 TRACE_(d3d_caps)("[FAILED]\n");
3591                 return WINED3DERR_NOTAVAILABLE;
3592             }
3593
3594             if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3595             {
3596                 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3597                 return WINED3DERR_NOTAVAILABLE;
3598             }
3599
3600             if (!CheckTextureCapability(adapter, format))
3601             {
3602                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3603                 return WINED3DERR_NOTAVAILABLE;
3604             }
3605
3606             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3607             {
3608                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3609                     /* When autogenmipmap isn't around continue and return
3610                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3611                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3612                 else
3613                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3614             }
3615
3616             /* Always report dynamic locking. */
3617             if (Usage & WINED3DUSAGE_DYNAMIC)
3618                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3619
3620             if (Usage & WINED3DUSAGE_RENDERTARGET)
3621             {
3622                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3623                 {
3624                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3625                     return WINED3DERR_NOTAVAILABLE;
3626                 }
3627                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3628             }
3629
3630             /* Always report software processing. */
3631             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3632                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3633
3634             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3635             {
3636                 if (!CheckFilterCapability(adapter, format))
3637                 {
3638                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3639                     return WINED3DERR_NOTAVAILABLE;
3640                 }
3641                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3642             }
3643
3644             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3645             {
3646                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3647                 {
3648                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3649                     return WINED3DERR_NOTAVAILABLE;
3650                 }
3651                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3652             }
3653
3654             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3655             {
3656                 if (!CheckSrgbReadCapability(adapter, format))
3657                 {
3658                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3659                     return WINED3DERR_NOTAVAILABLE;
3660                 }
3661                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3662             }
3663
3664             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3665             {
3666                 if (!CheckSrgbWriteCapability(adapter, format))
3667                 {
3668                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3669                     return WINED3DERR_NOTAVAILABLE;
3670                 }
3671                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3672             }
3673
3674             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3675             {
3676                 if (!CheckVertexTextureCapability(adapter, format))
3677                 {
3678                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3679                     return WINED3DERR_NOTAVAILABLE;
3680                 }
3681                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3682             }
3683
3684             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3685             {
3686                 if (!CheckWrapAndMipCapability(adapter, format))
3687                 {
3688                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3689                     return WINED3DERR_NOTAVAILABLE;
3690                 }
3691                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3692             }
3693             break;
3694
3695         case WINED3DRTYPE_SURFACE:
3696             /* Surface allows:
3697              *      - WINED3DUSAGE_DEPTHSTENCIL
3698              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3699              *      - WINED3DUSAGE_RENDERTARGET
3700              */
3701             if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3702             {
3703                 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3704                 return WINED3DERR_NOTAVAILABLE;
3705             }
3706
3707             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3708             {
3709                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3710                 {
3711                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3712                     return WINED3DERR_NOTAVAILABLE;
3713                 }
3714                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3715             }
3716
3717             if (Usage & WINED3DUSAGE_RENDERTARGET)
3718             {
3719                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3720                 {
3721                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3722                     return WINED3DERR_NOTAVAILABLE;
3723                 }
3724                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3725             }
3726
3727             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3728             {
3729                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3730                 {
3731                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3732                     return WINED3DERR_NOTAVAILABLE;
3733                 }
3734                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3735             }
3736             break;
3737
3738         case WINED3DRTYPE_TEXTURE:
3739             /* Texture allows:
3740              *      - WINED3DUSAGE_AUTOGENMIPMAP
3741              *      - WINED3DUSAGE_DEPTHSTENCIL
3742              *      - WINED3DUSAGE_DMAP
3743              *      - WINED3DUSAGE_DYNAMIC
3744              *      - WINED3DUSAGE_NONSECURE (d3d9ex)
3745              *      - WINED3DUSAGE_RENDERTARGET
3746              *      - WINED3DUSAGE_SOFTWAREPROCESSING
3747              *      - WINED3DUSAGE_TEXTAPI (d3d9ex)
3748              *      - WINED3DUSAGE_QUERY_WRAPANDMIP
3749              */
3750             if (SurfaceType != SURFACE_OPENGL)
3751             {
3752                 TRACE_(d3d_caps)("[FAILED]\n");
3753                 return WINED3DERR_NOTAVAILABLE;
3754             }
3755
3756             if (!CheckTextureCapability(adapter, format))
3757             {
3758                 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3759                 return WINED3DERR_NOTAVAILABLE;
3760             }
3761
3762             if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3763             {
3764                 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3765                     /* When autogenmipmap isn't around continue and return
3766                      * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3767                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3768                 else
3769                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3770             }
3771
3772             /* Always report dynamic locking. */
3773             if (Usage & WINED3DUSAGE_DYNAMIC)
3774                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3775
3776             if (Usage & WINED3DUSAGE_RENDERTARGET)
3777             {
3778                 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3779                 {
3780                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3781                     return WINED3DERR_NOTAVAILABLE;
3782                 }
3783                 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3784             }
3785
3786             /* Always report software processing. */
3787             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3788                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3789
3790             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3791             {
3792                 if (!CheckFilterCapability(adapter, format))
3793                 {
3794                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3795                     return WINED3DERR_NOTAVAILABLE;
3796                 }
3797                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3798             }
3799
3800             if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3801             {
3802                 if (!CheckBumpMapCapability(adapter, format))
3803                 {
3804                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3805                     return WINED3DERR_NOTAVAILABLE;
3806                 }
3807                 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3808             }
3809
3810             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3811             {
3812                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3813                 {
3814                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3815                     return WINED3DERR_NOTAVAILABLE;
3816                 }
3817                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3818             }
3819
3820             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3821             {
3822                 if (!CheckSrgbReadCapability(adapter, format))
3823                 {
3824                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3825                     return WINED3DERR_NOTAVAILABLE;
3826                 }
3827                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3828             }
3829
3830             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3831             {
3832                 if (!CheckSrgbWriteCapability(adapter, format))
3833                 {
3834                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3835                     return WINED3DERR_NOTAVAILABLE;
3836                 }
3837                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3838             }
3839
3840             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3841             {
3842                 if (!CheckVertexTextureCapability(adapter, format))
3843                 {
3844                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3845                     return WINED3DERR_NOTAVAILABLE;
3846                 }
3847                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3848             }
3849
3850             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3851             {
3852                 if (!CheckWrapAndMipCapability(adapter, format))
3853                 {
3854                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3855                     return WINED3DERR_NOTAVAILABLE;
3856                 }
3857                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3858             }
3859
3860             if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3861             {
3862                 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3863                 {
3864                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3865                     return WINED3DERR_NOTAVAILABLE;
3866                 }
3867                 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3868                 {
3869                     TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3870                     return WINED3DERR_NOTAVAILABLE;
3871                 }
3872                 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3873             }
3874             break;
3875
3876         case WINED3DRTYPE_VOLUMETEXTURE:
3877         case WINED3DRTYPE_VOLUME:
3878             /* Volume is to VolumeTexture what Surface is to Texture, but its
3879              * usage caps are not documented. Most driver seem to offer
3880              * (nearly) the same on Volume and VolumeTexture, so do that too.
3881              *
3882              * Volumetexture allows:
3883              *      - D3DUSAGE_DYNAMIC
3884              *      - D3DUSAGE_NONSECURE (d3d9ex)
3885              *      - D3DUSAGE_SOFTWAREPROCESSING
3886              *      - D3DUSAGE_QUERY_WRAPANDMIP
3887              */
3888             if (SurfaceType != SURFACE_OPENGL)
3889             {
3890                 TRACE_(d3d_caps)("[FAILED]\n");
3891                 return WINED3DERR_NOTAVAILABLE;
3892             }
3893
3894             if (!gl_info->supported[EXT_TEXTURE3D])
3895             {
3896                 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3897                 return WINED3DERR_NOTAVAILABLE;
3898             }
3899
3900             if (!CheckTextureCapability(adapter, format))
3901             {
3902                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3903                 return WINED3DERR_NOTAVAILABLE;
3904             }
3905
3906             /* Filter formats that need conversion; For one part, this
3907              * conversion is unimplemented, and volume textures are huge, so
3908              * it would be a big performance hit. Unless we hit an application
3909              * needing one of those formats, don't advertize them to avoid
3910              * leading applications into temptation. The windows drivers don't
3911              * support most of those formats on volumes anyway, except for
3912              * WINED3DFMT_R32_FLOAT. */
3913             switch (CheckFormat)
3914             {
3915                 case WINED3DFMT_P8_UINT:
3916                 case WINED3DFMT_L4A4_UNORM:
3917                 case WINED3DFMT_R32_FLOAT:
3918                 case WINED3DFMT_R16_FLOAT:
3919                 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3920                 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3921                 case WINED3DFMT_R16G16_UNORM:
3922                     TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3923                     return WINED3DERR_NOTAVAILABLE;
3924
3925                 case WINED3DFMT_R8G8B8A8_SNORM:
3926                 case WINED3DFMT_R16G16_SNORM:
3927                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3928                     {
3929                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3930                         return WINED3DERR_NOTAVAILABLE;
3931                     }
3932                     break;
3933
3934                 case WINED3DFMT_R8G8_SNORM:
3935                     if (!gl_info->supported[NV_TEXTURE_SHADER])
3936                     {
3937                         TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3938                         return WINED3DERR_NOTAVAILABLE;
3939                     }
3940                     break;
3941
3942                 case WINED3DFMT_DXT1:
3943                 case WINED3DFMT_DXT2:
3944                 case WINED3DFMT_DXT3:
3945                 case WINED3DFMT_DXT4:
3946                 case WINED3DFMT_DXT5:
3947                     /* The GL_EXT_texture_compression_s3tc spec requires that
3948                      * loading an s3tc compressed texture results in an error.
3949                      * While the D3D refrast does support s3tc volumes, at
3950                      * least the nvidia windows driver does not, so we're free
3951                      * not to support this format. */
3952                     TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3953                     return WINED3DERR_NOTAVAILABLE;
3954
3955                 default:
3956                     /* Do nothing, continue with checking the format below */
3957                     break;
3958             }
3959
3960             /* Always report dynamic locking. */
3961             if (Usage & WINED3DUSAGE_DYNAMIC)
3962                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3963
3964             /* Always report software processing. */
3965             if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3966                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3967
3968             if (Usage & WINED3DUSAGE_QUERY_FILTER)
3969             {
3970                 if (!CheckFilterCapability(adapter, format))
3971                 {
3972                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3973                     return WINED3DERR_NOTAVAILABLE;
3974                 }
3975                 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3976             }
3977
3978             if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3979             {
3980                 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3981                 {
3982                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3983                     return WINED3DERR_NOTAVAILABLE;
3984                 }
3985                 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3986             }
3987
3988             if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3989             {
3990                 if (!CheckSrgbReadCapability(adapter, format))
3991                 {
3992                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3993                     return WINED3DERR_NOTAVAILABLE;
3994                 }
3995                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3996             }
3997
3998             if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3999             {
4000                 if (!CheckSrgbWriteCapability(adapter, format))
4001                 {
4002                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4003                     return WINED3DERR_NOTAVAILABLE;
4004                 }
4005                 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4006             }
4007
4008             if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4009             {
4010                 if (!CheckVertexTextureCapability(adapter, format))
4011                 {
4012                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4013                     return WINED3DERR_NOTAVAILABLE;
4014                 }
4015                 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4016             }
4017
4018             if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4019             {
4020                 if (!CheckWrapAndMipCapability(adapter, format))
4021                 {
4022                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4023                     return WINED3DERR_NOTAVAILABLE;
4024                 }
4025                 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4026             }
4027             break;
4028
4029         default:
4030             FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4031             return WINED3DERR_NOTAVAILABLE;
4032     }
4033
4034     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4035      * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4036      * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4037     if (UsageCaps == Usage)
4038         return WINED3D_OK;
4039     if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4040         return WINED3DOK_NOAUTOGEN;
4041
4042     TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4043             Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4044
4045     return WINED3DERR_NOTAVAILABLE;
4046 }
4047
4048 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4049         WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4050 {
4051     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4052             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4053             debug_d3dformat(dst_format));
4054
4055     return WINED3D_OK;
4056 }
4057
4058 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4059         enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4060 {
4061     UINT mode_count;
4062     HRESULT hr;
4063
4064     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4065             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4066             debug_d3dformat(backbuffer_format), windowed);
4067
4068     if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4069     {
4070         WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4071         return WINED3DERR_INVALIDCALL;
4072     }
4073
4074     /* The task of this function is to check whether a certain display / backbuffer format
4075      * combination is available on the given adapter. In fullscreen mode microsoft specified
4076      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4077      * and display format should match exactly.
4078      * In windowed mode format conversion can occur and this depends on the driver. When format
4079      * conversion is done, this function should nevertheless fail and applications need to use
4080      * CheckDeviceFormatConversion.
4081      * At the moment we assume that fullscreen and windowed have the same capabilities. */
4082
4083     /* There are only 4 display formats. */
4084     if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4085             || display_format == WINED3DFMT_B5G5R5X1_UNORM
4086             || display_format == WINED3DFMT_B8G8R8X8_UNORM
4087             || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4088     {
4089         TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4090         return WINED3DERR_NOTAVAILABLE;
4091     }
4092
4093     /* If the requested display format is not available, don't continue. */
4094     mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4095     if (!mode_count)
4096     {
4097         TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4098         return WINED3DERR_NOTAVAILABLE;
4099     }
4100
4101     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4102      * it means 'reuse' the display format for the backbuffer. */
4103     if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4104     {
4105         TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4106         return WINED3DERR_NOTAVAILABLE;
4107     }
4108
4109     /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4110      * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4111     if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4112     {
4113         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4114                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4115         return WINED3DERR_NOTAVAILABLE;
4116     }
4117
4118     /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4119      * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4120      * WINED3DFMT_B5G5R5A1_UNORM. */
4121     if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4122             && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4123     {
4124         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4125                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4126         return WINED3DERR_NOTAVAILABLE;
4127     }
4128
4129     /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4130      * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4131      * WINED3DFMT_B8G8R8A8_UNORM. */
4132     if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4133             && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4134     {
4135         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4136                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4137         return WINED3DERR_NOTAVAILABLE;
4138     }
4139
4140     /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4141      * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4142     if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4143             && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4144     {
4145         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4146                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4147         return WINED3DERR_NOTAVAILABLE;
4148     }
4149
4150     /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4151     hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4152             WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4153     if (FAILED(hr))
4154         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4155                 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4156
4157     return hr;
4158 }
4159
4160 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4161       subset of a D3DCAPS9 structure. However, it has to come via a void *
4162       as the d3d8 interface cannot import the d3d9 header                  */
4163 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4164
4165     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4166     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4167     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4168     int vs_selected_mode;
4169     int ps_selected_mode;
4170     struct shader_caps shader_caps;
4171     struct fragment_caps fragment_caps;
4172     DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4173
4174     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4175
4176     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4177         return WINED3DERR_INVALIDCALL;
4178     }
4179
4180     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4181
4182     /* ------------------------------------------------
4183        The following fields apply to both d3d8 and d3d9
4184        ------------------------------------------------ */
4185     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4186     pCaps->AdapterOrdinal          = Adapter;
4187
4188     pCaps->Caps                    = 0;
4189     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4190                                      WINED3DCAPS2_FULLSCREENGAMMA |
4191                                      WINED3DCAPS2_DYNAMICTEXTURES;
4192     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4193     {
4194         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4195     }
4196
4197     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4198                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4199                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4200
4201     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4202                                      WINED3DPRESENT_INTERVAL_ONE;
4203
4204     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4205                                      WINED3DCURSORCAPS_LOWRES;
4206
4207     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4208                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4209                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4210                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4211                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4212                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4213                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4214                                      WINED3DDEVCAPS_PUREDEVICE          |
4215                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4216                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4217                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4218                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4219                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4220                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4221                                      WINED3DDEVCAPS_RTPATCHES;
4222
4223     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4224                                      WINED3DPMISCCAPS_CULLCCW               |
4225                                      WINED3DPMISCCAPS_CULLCW                |
4226                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4227                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4228                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4229                                      WINED3DPMISCCAPS_MASKZ                 |
4230                                      WINED3DPMISCCAPS_BLENDOP               |
4231                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4232                                     /* TODO:
4233                                         WINED3DPMISCCAPS_NULLREFERENCE
4234                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4235                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4236                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4237
4238     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4239         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4240     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4241         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4242
4243     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4244                                      WINED3DPRASTERCAPS_PAT       |
4245                                      WINED3DPRASTERCAPS_WFOG      |
4246                                      WINED3DPRASTERCAPS_ZFOG      |
4247                                      WINED3DPRASTERCAPS_FOGVERTEX |
4248                                      WINED3DPRASTERCAPS_FOGTABLE  |
4249                                      WINED3DPRASTERCAPS_STIPPLE   |
4250                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4251                                      WINED3DPRASTERCAPS_ZTEST     |
4252                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4253                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4254                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4255
4256     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4257     {
4258         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4259                              WINED3DPRASTERCAPS_ZBIAS         |
4260                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4261     }
4262     if (gl_info->supported[NV_FOG_DISTANCE])
4263     {
4264         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4265     }
4266                         /* FIXME Add:
4267                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4268                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4269                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4270                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4271                            WINED3DPRASTERCAPS_WBUFFER */
4272
4273     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4274                       WINED3DPCMPCAPS_EQUAL        |
4275                       WINED3DPCMPCAPS_GREATER      |
4276                       WINED3DPCMPCAPS_GREATEREQUAL |
4277                       WINED3DPCMPCAPS_LESS         |
4278                       WINED3DPCMPCAPS_LESSEQUAL    |
4279                       WINED3DPCMPCAPS_NEVER        |
4280                       WINED3DPCMPCAPS_NOTEQUAL;
4281
4282     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4283                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4284                            WINED3DPBLENDCAPS_DESTALPHA       |
4285                            WINED3DPBLENDCAPS_DESTCOLOR       |
4286                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4287                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4288                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4289                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4290                            WINED3DPBLENDCAPS_ONE             |
4291                            WINED3DPBLENDCAPS_SRCALPHA        |
4292                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4293                            WINED3DPBLENDCAPS_SRCCOLOR        |
4294                            WINED3DPBLENDCAPS_ZERO;
4295
4296     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4297                            WINED3DPBLENDCAPS_DESTCOLOR       |
4298                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4299                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4300                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4301                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4302                            WINED3DPBLENDCAPS_ONE             |
4303                            WINED3DPBLENDCAPS_SRCALPHA        |
4304                            WINED3DPBLENDCAPS_SRCCOLOR        |
4305                            WINED3DPBLENDCAPS_ZERO;
4306     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4307      * according to the glBlendFunc manpage
4308      *
4309      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4310      * legacy settings for srcblend only
4311      */
4312
4313     if (gl_info->supported[EXT_BLEND_COLOR])
4314     {
4315         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4316         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4317     }
4318
4319
4320     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4321                           WINED3DPCMPCAPS_EQUAL        |
4322                           WINED3DPCMPCAPS_GREATER      |
4323                           WINED3DPCMPCAPS_GREATEREQUAL |
4324                           WINED3DPCMPCAPS_LESS         |
4325                           WINED3DPCMPCAPS_LESSEQUAL    |
4326                           WINED3DPCMPCAPS_NEVER        |
4327                           WINED3DPCMPCAPS_NOTEQUAL;
4328
4329     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4330                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4331                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4332                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4333                            WINED3DPSHADECAPS_COLORFLATRGB       |
4334                            WINED3DPSHADECAPS_FOGFLAT            |
4335                            WINED3DPSHADECAPS_FOGGOURAUD         |
4336                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4337
4338     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4339                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4340                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4341                           WINED3DPTEXTURECAPS_BORDER             |
4342                           WINED3DPTEXTURECAPS_MIPMAP             |
4343                           WINED3DPTEXTURECAPS_PROJECTED          |
4344                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4345
4346     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4347     {
4348         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4349                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4350     }
4351
4352     if (gl_info->supported[EXT_TEXTURE3D])
4353     {
4354         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4355                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4356         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4357         {
4358             pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4359         }
4360     }
4361
4362     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4363     {
4364         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4365                               WINED3DPTEXTURECAPS_MIPCUBEMAP;
4366         if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4367         {
4368             pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4369         }
4370     }
4371
4372     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4373                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4374                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4375                                WINED3DPTFILTERCAPS_MINFPOINT        |
4376                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4377                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4378                                WINED3DPTFILTERCAPS_LINEAR           |
4379                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4380                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4381                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4382                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4383                                WINED3DPTFILTERCAPS_NEAREST;
4384
4385     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4386     {
4387         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4388                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4389     }
4390
4391     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4392     {
4393         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4394                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4395                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4396                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4397                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4398                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4399                                        WINED3DPTFILTERCAPS_LINEAR           |
4400                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4401                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4402                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4403                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4404                                        WINED3DPTFILTERCAPS_NEAREST;
4405
4406         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4407         {
4408             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4409                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4410         }
4411     } else
4412         pCaps->CubeTextureFilterCaps = 0;
4413
4414     if (gl_info->supported[EXT_TEXTURE3D])
4415     {
4416         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4417                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4418                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4419                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4420                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4421                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4422                                          WINED3DPTFILTERCAPS_LINEAR           |
4423                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4424                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4425                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4426                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4427                                          WINED3DPTFILTERCAPS_NEAREST;
4428     } else
4429         pCaps->VolumeTextureFilterCaps = 0;
4430
4431     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4432                                  WINED3DPTADDRESSCAPS_CLAMP  |
4433                                  WINED3DPTADDRESSCAPS_WRAP;
4434
4435     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4436     {
4437         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4438     }
4439     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4440     {
4441         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4442     }
4443     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4444     {
4445         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4446     }
4447
4448     if (gl_info->supported[EXT_TEXTURE3D])
4449     {
4450         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4451                                            WINED3DPTADDRESSCAPS_CLAMP  |
4452                                            WINED3DPTADDRESSCAPS_WRAP;
4453         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4454         {
4455             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4456         }
4457         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4458         {
4459             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4460         }
4461         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4462         {
4463             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4464         }
4465     } else
4466         pCaps->VolumeTextureAddressCaps = 0;
4467
4468     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4469                       WINED3DLINECAPS_ZTEST         |
4470                       WINED3DLINECAPS_BLEND         |
4471                       WINED3DLINECAPS_ALPHACMP      |
4472                       WINED3DLINECAPS_FOG;
4473     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4474      * idea how generating the smoothing alpha values works; the result is different
4475      */
4476
4477     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4478     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4479
4480     if (gl_info->supported[EXT_TEXTURE3D])
4481         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4482     else
4483         pCaps->MaxVolumeExtent = 0;
4484
4485     pCaps->MaxTextureRepeat = 32768;
4486     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4487     pCaps->MaxVertexW = 1.0f;
4488
4489     pCaps->GuardBandLeft = 0.0f;
4490     pCaps->GuardBandTop = 0.0f;
4491     pCaps->GuardBandRight = 0.0f;
4492     pCaps->GuardBandBottom = 0.0f;
4493
4494     pCaps->ExtentsAdjust = 0.0f;
4495
4496     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4497                           WINED3DSTENCILCAPS_INCRSAT |
4498                           WINED3DSTENCILCAPS_INVERT  |
4499                           WINED3DSTENCILCAPS_KEEP    |
4500                           WINED3DSTENCILCAPS_REPLACE |
4501                           WINED3DSTENCILCAPS_ZERO;
4502     if (gl_info->supported[EXT_STENCIL_WRAP])
4503     {
4504         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4505                               WINED3DSTENCILCAPS_INCR;
4506     }
4507     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4508     {
4509         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4510     }
4511
4512     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4513
4514     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4515     pCaps->MaxActiveLights = gl_info->limits.lights;
4516
4517     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4518     pCaps->MaxVertexBlendMatrixIndex   = 0;
4519
4520     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4521     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4522
4523
4524     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4525     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4526                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4527                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4528                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4529                                   WINED3DVTXPCAPS_VERTEXFOG         |
4530                                   WINED3DVTXPCAPS_TEXGEN;
4531
4532     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4533     pCaps->MaxVertexIndex      = 0xFFFFF;
4534     pCaps->MaxStreams          = MAX_STREAMS;
4535     pCaps->MaxStreamStride     = 1024;
4536
4537     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4538     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4539                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4540     pCaps->MaxNpatchTessellationLevel        = 0;
4541     pCaps->MasterAdapterOrdinal              = 0;
4542     pCaps->AdapterOrdinalInGroup             = 0;
4543     pCaps->NumberOfAdaptersInGroup           = 1;
4544
4545     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4546
4547     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4548                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4549                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4550                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4551     pCaps->VertexTextureFilterCaps           = 0;
4552
4553     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4554     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4555
4556     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4557     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4558
4559     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4560      * Ignore shader model capabilities if disabled in config
4561      */
4562     if(vs_selected_mode == SHADER_NONE) {
4563         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4564         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4565         pCaps->MaxVertexShaderConst         = 0;
4566     } else {
4567         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4568         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4569     }
4570
4571     if(ps_selected_mode == SHADER_NONE) {
4572         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4573         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4574         pCaps->PixelShader1xMaxValue        = 0.0f;
4575     } else {
4576         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4577         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4578     }
4579
4580     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4581     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4582     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4583
4584     /* The following caps are shader specific, but they are things we cannot detect, or which
4585      * are the same among all shader models. So to avoid code duplication set the shader version
4586      * specific, but otherwise constant caps here
4587      */
4588     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4589         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4590         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4591         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4592         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4593         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4594         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4595
4596         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4597         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4598     }
4599     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4600     {
4601         pCaps->VS20Caps.Caps                     = 0;
4602         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4603         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4604         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4605
4606         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4607         pCaps->MaxVertexShader30InstructionSlots = 0;
4608     } else { /* VS 1.x */
4609         pCaps->VS20Caps.Caps                     = 0;
4610         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4611         pCaps->VS20Caps.NumTemps                 = 0;
4612         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4613
4614         pCaps->MaxVShaderInstructionsExecuted    = 0;
4615         pCaps->MaxVertexShader30InstructionSlots = 0;
4616     }
4617
4618     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4619         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4620         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4621
4622         /* 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 */
4623         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4624                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4625                 WINED3DPS20CAPS_PREDICATION          |
4626                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4627                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4628         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4629         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4630         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4631         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4632
4633         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4634         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4635                 adapter->gl_info.limits.arb_ps_instructions);
4636     }
4637     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4638     {
4639         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4640         pCaps->PS20Caps.Caps                     = 0;
4641         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4642         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4643         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4644         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4645
4646         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4647         pCaps->MaxPixelShader30InstructionSlots  = 0;
4648     } else { /* PS 1.x */
4649         pCaps->PS20Caps.Caps                     = 0;
4650         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4651         pCaps->PS20Caps.NumTemps                 = 0;
4652         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4653         pCaps->PS20Caps.NumInstructionSlots      = 0;
4654
4655         pCaps->MaxPShaderInstructionsExecuted    = 0;
4656         pCaps->MaxPixelShader30InstructionSlots  = 0;
4657     }
4658
4659     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4660         /* OpenGL supports all the formats below, perhaps not always
4661          * without conversion, but it supports them.
4662          * Further GLSL doesn't seem to have an official unsigned type so
4663          * don't advertise it yet as I'm not sure how we handle it.
4664          * We might need to add some clamping in the shader engine to
4665          * support it.
4666          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4667         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4668                            WINED3DDTCAPS_UBYTE4N   |
4669                            WINED3DDTCAPS_SHORT2N   |
4670                            WINED3DDTCAPS_SHORT4N;
4671         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4672         {
4673             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4674                                 WINED3DDTCAPS_FLOAT16_4;
4675         }
4676     } else
4677         pCaps->DeclTypes                         = 0;
4678
4679     /* Set DirectDraw helper Caps */
4680     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4681                                         WINEDDCKEYCAPS_SRCBLT;
4682     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4683                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4684                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4685                                         WINEDDFXCAPS_BLTROTATION90          |
4686                                         WINEDDFXCAPS_BLTSHRINKX             |
4687                                         WINEDDFXCAPS_BLTSHRINKXN            |
4688                                         WINEDDFXCAPS_BLTSHRINKY             |
4689                                         WINEDDFXCAPS_BLTSHRINKXN            |
4690                                         WINEDDFXCAPS_BLTSTRETCHX            |
4691                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4692                                         WINEDDFXCAPS_BLTSTRETCHY            |
4693                                         WINEDDFXCAPS_BLTSTRETCHYN;
4694     blit_caps =                         WINEDDCAPS_BLT                      |
4695                                         WINEDDCAPS_BLTCOLORFILL             |
4696                                         WINEDDCAPS_BLTDEPTHFILL             |
4697                                         WINEDDCAPS_BLTSTRETCH               |
4698                                         WINEDDCAPS_CANBLTSYSMEM             |
4699                                         WINEDDCAPS_CANCLIP                  |
4700                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4701                                         WINEDDCAPS_COLORKEY                 |
4702                                         WINEDDCAPS_COLORKEYHWASSIST         |
4703                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4704     pal_caps =                          WINEDDPCAPS_8BIT                    |
4705                                         WINEDDPCAPS_PRIMARYSURFACE;
4706
4707     /* Fill the ddraw caps structure */
4708     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4709                                         WINEDDCAPS_PALETTE                  |
4710                                         blit_caps;
4711     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4712                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4713                                         WINEDDCAPS2_PRIMARYGAMMA             |
4714                                         WINEDDCAPS2_WIDESURFACES             |
4715                                         WINEDDCAPS2_CANRENDERWINDOWED;
4716     pCaps->DirectDrawCaps.CKeyCaps =    ckey_caps;
4717     pCaps->DirectDrawCaps.FXCaps =      fx_caps;
4718     pCaps->DirectDrawCaps.PalCaps =     pal_caps;
4719     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4720     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4721     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4722     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4723     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4724     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4725     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4726     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4727     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4728
4729     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4730                                         WINEDDSCAPS_BACKBUFFER              |
4731                                         WINEDDSCAPS_FLIP                    |
4732                                         WINEDDSCAPS_FRONTBUFFER             |
4733                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4734                                         WINEDDSCAPS_PALETTE                 |
4735                                         WINEDDSCAPS_PRIMARYSURFACE          |
4736                                         WINEDDSCAPS_SYSTEMMEMORY            |
4737                                         WINEDDSCAPS_VIDEOMEMORY             |
4738                                         WINEDDSCAPS_VISIBLE;
4739     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4740
4741     /* Set D3D caps if OpenGL is available. */
4742     if (adapter->opengl)
4743     {
4744         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4745                                         WINEDDSCAPS_MIPMAP                  |
4746                                         WINEDDSCAPS_TEXTURE                 |
4747                                         WINEDDSCAPS_ZBUFFER;
4748         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4749     }
4750
4751     return WINED3D_OK;
4752 }
4753
4754 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4755         HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4756 {
4757     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4758     IWineD3DDeviceImpl *object;
4759     HRESULT hr;
4760
4761     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4762             iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4763
4764     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4765      * number and create a device without a 3D adapter for 2D only operation. */
4766     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4767     {
4768         return WINED3DERR_INVALIDCALL;
4769     }
4770
4771     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4772     if (!object)
4773     {
4774         ERR("Failed to allocate device memory.\n");
4775         return E_OUTOFMEMORY;
4776     }
4777
4778     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4779     if (FAILED(hr))
4780     {
4781         WARN("Failed to initialize device, hr %#x.\n", hr);
4782         HeapFree(GetProcessHeap(), 0, object);
4783         return hr;
4784     }
4785
4786     TRACE("Created device %p.\n", object);
4787     *device = (IWineD3DDevice *)object;
4788
4789     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4790
4791     return WINED3D_OK;
4792 }
4793
4794 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4795 {
4796     TRACE("iface %p.\n", iface);
4797
4798     return ((IWineD3DImpl *)iface)->parent;
4799 }
4800
4801 static void WINE_GLAPI invalid_func(const void *data)
4802 {
4803     ERR("Invalid vertex attribute function called\n");
4804     DebugBreak();
4805 }
4806
4807 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4808 {
4809     ERR("Invalid texcoord function called\n");
4810     DebugBreak();
4811 }
4812
4813 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4814  * the extension detection and are used in drawStridedSlow
4815  */
4816 static void WINE_GLAPI position_d3dcolor(const void *data)
4817 {
4818     DWORD pos = *((const DWORD *)data);
4819
4820     FIXME("Add a test for fixed function position from d3dcolor type\n");
4821     glVertex4s(D3DCOLOR_B_R(pos),
4822                D3DCOLOR_B_G(pos),
4823                D3DCOLOR_B_B(pos),
4824                D3DCOLOR_B_A(pos));
4825 }
4826
4827 static void WINE_GLAPI position_float4(const void *data)
4828 {
4829     const GLfloat *pos = data;
4830
4831     if (pos[3] != 0.0f && pos[3] != 1.0f)
4832     {
4833         float w = 1.0f / pos[3];
4834
4835         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4836     }
4837     else
4838     {
4839         glVertex3fv(pos);
4840     }
4841 }
4842
4843 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4844 {
4845     DWORD diffuseColor = *((const DWORD *)data);
4846
4847     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4848                D3DCOLOR_B_G(diffuseColor),
4849                D3DCOLOR_B_B(diffuseColor),
4850                D3DCOLOR_B_A(diffuseColor));
4851 }
4852
4853 static void WINE_GLAPI specular_d3dcolor(const void *data)
4854 {
4855     DWORD specularColor = *((const DWORD *)data);
4856     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4857             D3DCOLOR_B_G(specularColor),
4858             D3DCOLOR_B_B(specularColor)};
4859
4860     specular_func_3ubv(d);
4861 }
4862
4863 static void WINE_GLAPI warn_no_specular_func(const void *data)
4864 {
4865     WARN("GL_EXT_secondary_color not supported\n");
4866 }
4867
4868 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4869 {
4870     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4871     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4872     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4873     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4874     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4875     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4876     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4877     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4878     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4879     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4880     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4881     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4882     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4883     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4884     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4885     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4886     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4887
4888     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4889     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4890     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4891     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4892     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4893     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4894     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4895     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4896     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4897     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4898     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4899     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4900     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4901     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4902     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4903     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4904     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4905
4906     /* No 4 component entry points here */
4907     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4908     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4909     if (gl_info->supported[EXT_SECONDARY_COLOR])
4910     {
4911         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4912     }
4913     else
4914     {
4915         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4916     }
4917     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4918     if (gl_info->supported[EXT_SECONDARY_COLOR])
4919     {
4920         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4921         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4922     }
4923     else
4924     {
4925         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4926     }
4927     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4928     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4929     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4930     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4931     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4932     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4933     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4934     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4935     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4936     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4937     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4938     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4939
4940     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4941      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4942      */
4943     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4944     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4945     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4946     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4947     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
4948     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
4949     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
4950     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
4951     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
4952     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
4953     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
4954     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
4955     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
4956     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
4957     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
4958     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
4959     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
4960
4961     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4962     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4963     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4964     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4965     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
4966     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
4967     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4968     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4969     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
4970     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
4971     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
4972     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
4973     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
4974     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
4975     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
4976     if (gl_info->supported[NV_HALF_FLOAT])
4977     {
4978         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4979         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4980         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4981     } else {
4982         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4983         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4984     }
4985 }
4986
4987 /* Do not call while under the GL lock. */
4988 static BOOL InitAdapters(IWineD3DImpl *This)
4989 {
4990     static HMODULE mod_gl;
4991     BOOL ret;
4992     int ps_selected_mode, vs_selected_mode;
4993
4994     /* No need to hold any lock. The calling library makes sure only one thread calls
4995      * wined3d simultaneously
4996      */
4997
4998     TRACE("Initializing adapters\n");
4999
5000     if(!mod_gl) {
5001 #ifdef USE_WIN32_OPENGL
5002 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5003         mod_gl = LoadLibraryA("opengl32.dll");
5004         if(!mod_gl) {
5005             ERR("Can't load opengl32.dll!\n");
5006             goto nogl_adapter;
5007         }
5008 #else
5009 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5010         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5011         mod_gl = GetModuleHandleA("gdi32.dll");
5012 #endif
5013     }
5014
5015 /* Load WGL core functions from opengl32.dll */
5016 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5017     WGL_FUNCS_GEN;
5018 #undef USE_WGL_FUNC
5019
5020     if(!pwglGetProcAddress) {
5021         ERR("Unable to load wglGetProcAddress!\n");
5022         goto nogl_adapter;
5023     }
5024
5025 /* Dynamically load all GL core functions */
5026     GL_FUNCS_GEN;
5027 #undef USE_GL_FUNC
5028
5029     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5030      * otherwise because we have to use winex11.drv's override
5031      */
5032 #ifdef USE_WIN32_OPENGL
5033     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5034     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5035 #else
5036     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5037     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5038 #endif
5039
5040     glEnableWINE = glEnable;
5041     glDisableWINE = glDisable;
5042
5043     /* For now only one default adapter */
5044     {
5045         struct wined3d_adapter *adapter = &This->adapters[0];
5046         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5047         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5048         int iPixelFormat;
5049         int res;
5050         int i;
5051         WineD3D_PixelFormat *cfgs;
5052         DISPLAY_DEVICEW DisplayDevice;
5053         HDC hdc;
5054
5055         TRACE("Initializing default adapter\n");
5056         adapter->ordinal = 0;
5057         adapter->monitorPoint.x = -1;
5058         adapter->monitorPoint.y = -1;
5059
5060         if (!AllocateLocallyUniqueId(&adapter->luid))
5061         {
5062             DWORD err = GetLastError();
5063             ERR("Failed to set adapter LUID (%#x).\n", err);
5064             goto nogl_adapter;
5065         }
5066         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5067                 adapter->luid.HighPart, adapter->luid.LowPart);
5068
5069         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5070         {
5071             ERR("Failed to get a gl context for default adapter\n");
5072             goto nogl_adapter;
5073         }
5074
5075         ret = IWineD3DImpl_FillGLCaps(adapter);
5076         if(!ret) {
5077             ERR("Failed to initialize gl caps for default adapter\n");
5078             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5079             goto nogl_adapter;
5080         }
5081         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5082         if(!ret) {
5083             ERR("Failed to init gl formats\n");
5084             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5085             goto nogl_adapter;
5086         }
5087
5088         hdc = fake_gl_ctx.dc;
5089
5090         adapter->TextureRam = adapter->driver_info.vidmem;
5091         adapter->UsedTextureRam = 0;
5092         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5093
5094         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5095         DisplayDevice.cb = sizeof(DisplayDevice);
5096         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5097         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5098         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5099
5100         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5101         {
5102             int attribute;
5103             int attribs[11];
5104             int values[11];
5105             int nAttribs = 0;
5106
5107             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5108             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5109
5110             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5111             cfgs = adapter->cfgs;
5112             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5113             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5114             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5115             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5116             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5117             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5118             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5119             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5120             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5121             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5122             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5123
5124             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5125             {
5126                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5127
5128                 if(!res)
5129                     continue;
5130
5131                 /* Cache the pixel format */
5132                 cfgs->iPixelFormat = iPixelFormat;
5133                 cfgs->redSize = values[0];
5134                 cfgs->greenSize = values[1];
5135                 cfgs->blueSize = values[2];
5136                 cfgs->alphaSize = values[3];
5137                 cfgs->colorSize = values[4];
5138                 cfgs->depthSize = values[5];
5139                 cfgs->stencilSize = values[6];
5140                 cfgs->windowDrawable = values[7];
5141                 cfgs->iPixelType = values[8];
5142                 cfgs->doubleBuffer = values[9];
5143                 cfgs->auxBuffers = values[10];
5144
5145                 cfgs->numSamples = 0;
5146                 /* Check multisample support */
5147                 if (gl_info->supported[ARB_MULTISAMPLE])
5148                 {
5149                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5150                     int value[2];
5151                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5152                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5153                         * value[1] = number of multi sample buffers*/
5154                         if(value[0])
5155                             cfgs->numSamples = value[1];
5156                     }
5157                 }
5158
5159                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5160                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5161                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5162                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5163                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5164                 cfgs++;
5165             }
5166         }
5167         else
5168         {
5169             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5170             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5171             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5172
5173             cfgs = adapter->cfgs;
5174             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5175             {
5176                 PIXELFORMATDESCRIPTOR ppfd;
5177
5178                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5179                 if(!res)
5180                     continue;
5181
5182                 /* We only want HW acceleration using an OpenGL ICD driver.
5183                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5184                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5185                  */
5186                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5187                 {
5188                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5189                     continue;
5190                 }
5191
5192                 cfgs->iPixelFormat = iPixelFormat;
5193                 cfgs->redSize = ppfd.cRedBits;
5194                 cfgs->greenSize = ppfd.cGreenBits;
5195                 cfgs->blueSize = ppfd.cBlueBits;
5196                 cfgs->alphaSize = ppfd.cAlphaBits;
5197                 cfgs->colorSize = ppfd.cColorBits;
5198                 cfgs->depthSize = ppfd.cDepthBits;
5199                 cfgs->stencilSize = ppfd.cStencilBits;
5200                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5201                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5202                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5203                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5204                 cfgs->numSamples = 0;
5205
5206                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5207                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5208                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5209                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5210                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5211                 cfgs++;
5212                 adapter->nCfgs++;
5213             }
5214
5215             /* 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 */
5216             if(!adapter->nCfgs)
5217             {
5218                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5219
5220                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5221                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5222                 goto nogl_adapter;
5223             }
5224         }
5225
5226         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5227          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5228          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5229          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5230          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5231          * driver is allowed to consume more bits EXCEPT for stencil bits.
5232          *
5233          * Mark an adapter with this broken stencil behavior.
5234          */
5235         adapter->brokenStencil = TRUE;
5236         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5237         {
5238             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5239             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5240                 adapter->brokenStencil = FALSE;
5241                 break;
5242             }
5243         }
5244
5245         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5246
5247         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5248         fillGLAttribFuncs(&adapter->gl_info);
5249         adapter->opengl = TRUE;
5250     }
5251     This->adapter_count = 1;
5252     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5253
5254     return TRUE;
5255
5256 nogl_adapter:
5257     /* Initialize an adapter for ddraw-only memory counting */
5258     memset(This->adapters, 0, sizeof(This->adapters));
5259     This->adapters[0].ordinal = 0;
5260     This->adapters[0].opengl = FALSE;
5261     This->adapters[0].monitorPoint.x = -1;
5262     This->adapters[0].monitorPoint.y = -1;
5263
5264     This->adapters[0].driver_info.name = "Display";
5265     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5266     if(wined3d_settings.emulated_textureram) {
5267         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5268     } else {
5269         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5270     }
5271
5272     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5273
5274     This->adapter_count = 1;
5275     return FALSE;
5276 }
5277
5278 /**********************************************************
5279  * IWineD3D VTbl follows
5280  **********************************************************/
5281
5282 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5283 {
5284     /* IUnknown */
5285     IWineD3DImpl_QueryInterface,
5286     IWineD3DImpl_AddRef,
5287     IWineD3DImpl_Release,
5288     /* IWineD3D */
5289     IWineD3DImpl_GetParent,
5290     IWineD3DImpl_GetAdapterCount,
5291     IWineD3DImpl_RegisterSoftwareDevice,
5292     IWineD3DImpl_GetAdapterMonitor,
5293     IWineD3DImpl_GetAdapterModeCount,
5294     IWineD3DImpl_EnumAdapterModes,
5295     IWineD3DImpl_GetAdapterDisplayMode,
5296     IWineD3DImpl_GetAdapterIdentifier,
5297     IWineD3DImpl_CheckDeviceMultiSampleType,
5298     IWineD3DImpl_CheckDepthStencilMatch,
5299     IWineD3DImpl_CheckDeviceType,
5300     IWineD3DImpl_CheckDeviceFormat,
5301     IWineD3DImpl_CheckDeviceFormatConversion,
5302     IWineD3DImpl_GetDeviceCaps,
5303     IWineD3DImpl_CreateDevice
5304 };
5305
5306 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5307
5308 const struct wined3d_parent_ops wined3d_null_parent_ops =
5309 {
5310     wined3d_null_wined3d_object_destroyed,
5311 };
5312
5313 /* Do not call while under the GL lock. */
5314 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5315 {
5316     wined3d->lpVtbl = &IWineD3D_Vtbl;
5317     wined3d->dxVersion = version;
5318     wined3d->ref = 1;
5319     wined3d->parent = parent;
5320
5321     if (!InitAdapters(wined3d))
5322     {
5323         WARN("Failed to initialize adapters.\n");
5324         if (version > 7)
5325         {
5326             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5327             return E_FAIL;
5328         }
5329     }
5330
5331     return WINED3D_OK;
5332 }