wined3d: Remove call to d3dfmt_get_conv from read_from_framebuffer_texture.
[wine] / dlls / wined3d / directx.c
1 /*
2  * IWineD3D implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9  * Copyright 2009 Henri Verbeet for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38
39 /* Extension detection */
40 static const struct {
41     const char *extension_string;
42     GL_SupportedExt extension;
43     DWORD version;
44 } EXTENSION_MAP[] = {
45     /* APPLE */
46     {"GL_APPLE_client_storage",             APPLE_CLIENT_STORAGE,           0                           },
47     {"GL_APPLE_fence",                      APPLE_FENCE,                    0                           },
48     {"GL_APPLE_float_pixels",               APPLE_FLOAT_PIXELS,             0                           },
49     {"GL_APPLE_flush_buffer_range",         APPLE_FLUSH_BUFFER_RANGE,       0                           },
50     {"GL_APPLE_flush_render",               APPLE_FLUSH_RENDER,             0                           },
51     {"GL_APPLE_ycbcr_422",                  APPLE_YCBCR_422,                0                           },
52
53     /* ARB */
54     {"GL_ARB_color_buffer_float",           ARB_COLOR_BUFFER_FLOAT,         0                           },
55     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT,         0                           },
56     {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP,                0                           },
57     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE,              0                           },
58     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS,               0                           },
59     {"GL_ARB_fragment_program",             ARB_FRAGMENT_PROGRAM,           0                           },
60     {"GL_ARB_fragment_shader",              ARB_FRAGMENT_SHADER,            0                           },
61     {"GL_ARB_framebuffer_object",           ARB_FRAMEBUFFER_OBJECT,         0                           },
62     {"GL_ARB_geometry_shader4",             ARB_GEOMETRY_SHADER4,           0                           },
63     {"GL_ARB_half_float_pixel",             ARB_HALF_FLOAT_PIXEL,           0                           },
64     {"GL_ARB_half_float_vertex",            ARB_HALF_FLOAT_VERTEX,          0                           },
65     {"GL_ARB_imaging",                      ARB_IMAGING,                    0                           },
66     {"GL_ARB_map_buffer_range",             ARB_MAP_BUFFER_RANGE,           0                           },
67     {"GL_ARB_multisample",                  ARB_MULTISAMPLE,                0                           }, /* needs GLX_ARB_MULTISAMPLE as well */
68     {"GL_ARB_multitexture",                 ARB_MULTITEXTURE,               0                           },
69     {"GL_ARB_occlusion_query",              ARB_OCCLUSION_QUERY,            0                           },
70     {"GL_ARB_pixel_buffer_object",          ARB_PIXEL_BUFFER_OBJECT,        0                           },
71     {"GL_ARB_point_parameters",             ARB_POINT_PARAMETERS,           0                           },
72     {"GL_ARB_point_sprite",                 ARB_POINT_SPRITE,               0                           },
73     {"GL_ARB_provoking_vertex",             ARB_PROVOKING_VERTEX,           0                           },
74     {"GL_ARB_shader_objects",               ARB_SHADER_OBJECTS,             0                           },
75     {"GL_ARB_shader_texture_lod",           ARB_SHADER_TEXTURE_LOD,         0                           },
76     {"GL_ARB_shading_language_100",         ARB_SHADING_LANGUAGE_100,       0                           },
77     {"GL_ARB_sync",                         ARB_SYNC,                       0                           },
78     {"GL_ARB_texture_border_clamp",         ARB_TEXTURE_BORDER_CLAMP,       0                           },
79     {"GL_ARB_texture_compression",          ARB_TEXTURE_COMPRESSION,        0                           },
80     {"GL_ARB_texture_cube_map",             ARB_TEXTURE_CUBE_MAP,           0                           },
81     {"GL_ARB_texture_env_add",              ARB_TEXTURE_ENV_ADD,            0                           },
82     {"GL_ARB_texture_env_combine",          ARB_TEXTURE_ENV_COMBINE,        0                           },
83     {"GL_ARB_texture_env_dot3",             ARB_TEXTURE_ENV_DOT3,           0                           },
84     {"GL_ARB_texture_float",                ARB_TEXTURE_FLOAT,              0                           },
85     {"GL_ARB_texture_mirrored_repeat",      ARB_TEXTURE_MIRRORED_REPEAT,    0                           },
86     {"GL_ARB_texture_non_power_of_two",     ARB_TEXTURE_NON_POWER_OF_TWO,   MAKEDWORD_VERSION(2, 0)     },
87     {"GL_ARB_texture_rectangle",            ARB_TEXTURE_RECTANGLE,          0                           },
88     {"GL_ARB_texture_rg",                   ARB_TEXTURE_RG,                 0                           },
89     {"GL_ARB_vertex_array_bgra",            ARB_VERTEX_ARRAY_BGRA,          0                           },
90     {"GL_ARB_vertex_blend",                 ARB_VERTEX_BLEND,               0                           },
91     {"GL_ARB_vertex_buffer_object",         ARB_VERTEX_BUFFER_OBJECT,       0                           },
92     {"GL_ARB_vertex_program",               ARB_VERTEX_PROGRAM,             0                           },
93     {"GL_ARB_vertex_shader",                ARB_VERTEX_SHADER,              0                           },
94
95     /* ATI */
96     {"GL_ATI_fragment_shader",              ATI_FRAGMENT_SHADER,            0                           },
97     {"GL_ATI_separate_stencil",             ATI_SEPARATE_STENCIL,           0                           },
98     {"GL_ATI_texture_compression_3dc",      ATI_TEXTURE_COMPRESSION_3DC,    0                           },
99     {"GL_ATI_texture_env_combine3",         ATI_TEXTURE_ENV_COMBINE3,       0                           },
100     {"GL_ATI_texture_mirror_once",          ATI_TEXTURE_MIRROR_ONCE,        0                           },
101
102     /* EXT */
103     {"GL_EXT_blend_color",                  EXT_BLEND_COLOR,                0                           },
104     {"GL_EXT_blend_equation_separate",      EXT_BLEND_EQUATION_SEPARATE,    0                           },
105     {"GL_EXT_blend_func_separate",          EXT_BLEND_FUNC_SEPARATE,        0                           },
106     {"GL_EXT_blend_minmax",                 EXT_BLEND_MINMAX,               0                           },
107     {"GL_EXT_draw_buffers2",                EXT_DRAW_BUFFERS2,              0                           },
108     {"GL_EXT_fog_coord",                    EXT_FOG_COORD,                  0                           },
109     {"GL_EXT_framebuffer_blit",             EXT_FRAMEBUFFER_BLIT,           0                           },
110     {"GL_EXT_framebuffer_multisample",      EXT_FRAMEBUFFER_MULTISAMPLE,    0                           },
111     {"GL_EXT_framebuffer_object",           EXT_FRAMEBUFFER_OBJECT,         0                           },
112     {"GL_EXT_gpu_program_parameters",       EXT_GPU_PROGRAM_PARAMETERS,     0                           },
113     {"GL_EXT_gpu_shader4",                  EXT_GPU_SHADER4,                0                           },
114     {"GL_EXT_packed_depth_stencil",         EXT_PACKED_DEPTH_STENCIL,       0                           },
115     {"GL_EXT_paletted_texture",             EXT_PALETTED_TEXTURE,           0                           },
116     {"GL_EXT_point_parameters",             EXT_POINT_PARAMETERS,           0                           },
117     {"GL_EXT_provoking_vertex",             EXT_PROVOKING_VERTEX,           0                           },
118     {"GL_EXT_secondary_color",              EXT_SECONDARY_COLOR,            0                           },
119     {"GL_EXT_stencil_two_side",             EXT_STENCIL_TWO_SIDE,           0                           },
120     {"GL_EXT_stencil_wrap",                 EXT_STENCIL_WRAP,               0                           },
121     {"GL_EXT_texture3D",                    EXT_TEXTURE3D,                  MAKEDWORD_VERSION(1, 2)     },
122     {"GL_EXT_texture_compression_rgtc",     EXT_TEXTURE_COMPRESSION_RGTC,   0                           },
123     {"GL_EXT_texture_compression_s3tc",     EXT_TEXTURE_COMPRESSION_S3TC,   0                           },
124     {"GL_EXT_texture_env_add",              EXT_TEXTURE_ENV_ADD,            0                           },
125     {"GL_EXT_texture_env_combine",          EXT_TEXTURE_ENV_COMBINE,        0                           },
126     {"GL_EXT_texture_env_dot3",             EXT_TEXTURE_ENV_DOT3,           0                           },
127     {"GL_EXT_texture_filter_anisotropic",   EXT_TEXTURE_FILTER_ANISOTROPIC, 0                           },
128     {"GL_EXT_texture_lod_bias",             EXT_TEXTURE_LOD_BIAS,           0                           },
129     {"GL_EXT_texture_sRGB",                 EXT_TEXTURE_SRGB,               0                           },
130     {"GL_EXT_vertex_array_bgra",            EXT_VERTEX_ARRAY_BGRA,          0                           },
131
132     /* NV */
133     {"GL_NV_depth_clamp",                   NV_DEPTH_CLAMP,                 0                           },
134     {"GL_NV_fence",                         NV_FENCE,                       0                           },
135     {"GL_NV_fog_distance",                  NV_FOG_DISTANCE,                0                           },
136     {"GL_NV_fragment_program",              NV_FRAGMENT_PROGRAM,            0                           },
137     {"GL_NV_fragment_program2",             NV_FRAGMENT_PROGRAM2,           0                           },
138     {"GL_NV_fragment_program_option",       NV_FRAGMENT_PROGRAM_OPTION,     0                           },
139     {"GL_NV_half_float",                    NV_HALF_FLOAT,                  0                           },
140     {"GL_NV_light_max_exponent",            NV_LIGHT_MAX_EXPONENT,          0                           },
141     {"GL_NV_register_combiners",            NV_REGISTER_COMBINERS,          0                           },
142     {"GL_NV_register_combiners2",           NV_REGISTER_COMBINERS2,         0                           },
143     {"GL_NV_texgen_reflection",             NV_TEXGEN_REFLECTION,           0                           },
144     {"GL_NV_texture_env_combine4",          NV_TEXTURE_ENV_COMBINE4,        0                           },
145     {"GL_NV_texture_shader",                NV_TEXTURE_SHADER,              0                           },
146     {"GL_NV_texture_shader2",               NV_TEXTURE_SHADER2,             0                           },
147     {"GL_NV_vertex_program",                NV_VERTEX_PROGRAM,              0                           },
148     {"GL_NV_vertex_program1_1",             NV_VERTEX_PROGRAM1_1,           0                           },
149     {"GL_NV_vertex_program2",               NV_VERTEX_PROGRAM2,             0                           },
150     {"GL_NV_vertex_program2_option",        NV_VERTEX_PROGRAM2_OPTION,      0                           },
151     {"GL_NV_vertex_program3",               NV_VERTEX_PROGRAM3,             0                           },
152
153     /* SGI */
154     {"GL_SGIS_generate_mipmap",             SGIS_GENERATE_MIPMAP,           0                           },
155 };
156
157 /**********************************************************
158  * Utility functions follow
159  **********************************************************/
160
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162
163 const struct min_lookup minMipLookup[] =
164 {
165     /* NONE         POINT                       LINEAR */
166     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
167     {{GL_NEAREST,   GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168     {{GL_LINEAR,    GL_LINEAR_MIPMAP_NEAREST,   GL_LINEAR_MIPMAP_LINEAR}},  /* LINEAR */
169 };
170
171 const struct min_lookup minMipLookup_noFilter[] =
172 {
173     /* NONE         POINT                       LINEAR */
174     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
175     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
176     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* LINEAR */
177 };
178
179 const struct min_lookup minMipLookup_noMip[] =
180 {
181     /* NONE         POINT                       LINEAR */
182     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* NONE */
183     {{GL_NEAREST,   GL_NEAREST,                 GL_NEAREST}},               /* POINT */
184     {{GL_LINEAR,    GL_LINEAR,                  GL_LINEAR }},               /* LINEAR */
185 };
186
187 const GLenum magLookup[] =
188 {
189     /* NONE     POINT       LINEAR */
190     GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 };
192
193 const GLenum magLookup_noFilter[] =
194 {
195     /* NONE     POINT       LINEAR */
196     GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 };
198
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206
207 /**
208  * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209  * i.e., there is no GL Context - Get a default rendering context to enable the
210  * function query some info from GL.
211  */
212
213 struct wined3d_fake_gl_ctx
214 {
215     HDC dc;
216     HWND wnd;
217     HGLRC gl_ctx;
218     HDC restore_dc;
219     HGLRC restore_gl_ctx;
220 };
221
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 {
224     TRACE_(d3d_caps)("Destroying fake GL context.\n");
225
226     if (!pwglMakeCurrent(NULL, NULL))
227     {
228         ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229     }
230
231     if (!pwglDeleteContext(ctx->gl_ctx))
232     {
233         DWORD err = GetLastError();
234         ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235     }
236
237     ReleaseDC(ctx->wnd, ctx->dc);
238     DestroyWindow(ctx->wnd);
239
240     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241     {
242         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
243     }
244 }
245
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 {
248     PIXELFORMATDESCRIPTOR pfd;
249     int iPixelFormat;
250
251     TRACE("getting context...\n");
252
253     ctx->restore_dc = pwglGetCurrentDC();
254     ctx->restore_gl_ctx = pwglGetCurrentContext();
255
256     /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257     ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258             WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259     if (!ctx->wnd)
260     {
261         ERR_(d3d_caps)("Failed to create a window.\n");
262         goto fail;
263     }
264
265     ctx->dc = GetDC(ctx->wnd);
266     if (!ctx->dc)
267     {
268         ERR_(d3d_caps)("Failed to get a DC.\n");
269         goto fail;
270     }
271
272     /* PixelFormat selection */
273     ZeroMemory(&pfd, sizeof(pfd));
274     pfd.nSize = sizeof(pfd);
275     pfd.nVersion = 1;
276     pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277     pfd.iPixelType = PFD_TYPE_RGBA;
278     pfd.cColorBits = 32;
279     pfd.iLayerType = PFD_MAIN_PLANE;
280
281     iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282     if (!iPixelFormat)
283     {
284         /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285         ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286         goto fail;
287     }
288     DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289     SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290
291     /* Create a GL context. */
292     ctx->gl_ctx = pwglCreateContext(ctx->dc);
293     if (!ctx->gl_ctx)
294     {
295         WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296         goto fail;
297     }
298
299     /* Make it the current GL context. */
300     if (!context_set_current(NULL))
301     {
302         ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303     }
304
305     if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306     {
307         ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308         goto fail;
309     }
310
311     return TRUE;
312
313 fail:
314     if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315     ctx->gl_ctx = NULL;
316     if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317     ctx->dc = NULL;
318     if (ctx->wnd) DestroyWindow(ctx->wnd);
319     ctx->wnd = NULL;
320     if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321     {
322         ERR_(d3d_caps)("Failed to restore previous GL context.\n");
323     }
324
325     return FALSE;
326 }
327
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
330 {
331     struct wined3d_adapter *adapter = D3DDevice->adapter;
332
333     adapter->UsedTextureRam += glram;
334     TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335     return adapter->UsedTextureRam;
336 }
337
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 {
340     HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341     HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 }
343
344 /**********************************************************
345  * IUnknown parts follows
346  **********************************************************/
347
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 {
350     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351
352     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353     if (IsEqualGUID(riid, &IID_IUnknown)
354         || IsEqualGUID(riid, &IID_IWineD3DBase)
355         || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356         IUnknown_AddRef(iface);
357         *ppobj = This;
358         return S_OK;
359     }
360     *ppobj = NULL;
361     return E_NOINTERFACE;
362 }
363
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365     IWineD3DImpl *This = (IWineD3DImpl *)iface;
366     ULONG refCount = InterlockedIncrement(&This->ref);
367
368     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369     return refCount;
370 }
371
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373     IWineD3DImpl *This = (IWineD3DImpl *)iface;
374     ULONG ref;
375     TRACE("(%p) : Releasing from %d\n", This, This->ref);
376     ref = InterlockedDecrement(&This->ref);
377     if (ref == 0) {
378         unsigned int i;
379
380         for (i = 0; i < This->adapter_count; ++i)
381         {
382             wined3d_adapter_cleanup(&This->adapters[i]);
383         }
384         HeapFree(GetProcessHeap(), 0, This);
385     }
386
387     return ref;
388 }
389
390 /**********************************************************
391  * IWineD3D parts follows
392  **********************************************************/
393
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
396 {
397     GLuint prog;
398     BOOL ret = FALSE;
399     const char *testcode =
400         "!!ARBvp1.0\n"
401         "PARAM C[66] = { program.env[0..65] };\n"
402         "ADDRESS A0;"
403         "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404         "ARL A0.x, zero.x;\n"
405         "MOV result.position, C[A0.x + 65];\n"
406         "END\n";
407
408     while(glGetError());
409     GL_EXTCALL(glGenProgramsARB(1, &prog));
410     if(!prog) {
411         ERR("Failed to create an ARB offset limit test program\n");
412     }
413     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415                                   strlen(testcode), testcode));
416     if(glGetError() != 0) {
417         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419         ret = TRUE;
420     } else TRACE("OpenGL implementation allows offsets > 63\n");
421
422     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424     checkGLcall("ARB vp offset limit test cleanup");
425
426     return ret;
427 }
428
429 static DWORD ver_for_ext(GL_SupportedExt ext)
430 {
431     unsigned int i;
432     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433         if(EXTENSION_MAP[i].extension == ext) {
434             return EXTENSION_MAP[i].version;
435         }
436     }
437     return 0;
438 }
439
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 {
443     if (card_vendor != HW_VENDOR_ATI) return FALSE;
444     if (device == CARD_ATI_RADEON_9500) return TRUE;
445     if (device == CARD_ATI_RADEON_X700) return TRUE;
446     if (device == CARD_ATI_RADEON_X1600) return TRUE;
447     return FALSE;
448 }
449
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 {
453     if (card_vendor == HW_VENDOR_NVIDIA)
454     {
455         if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
456         {
457             return TRUE;
458         }
459     }
460     return FALSE;
461 }
462
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 {
466     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469      *
470      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475      * the chance that other implementations support them is rather small since Win32 QuickTime uses
476      * DirectDraw, not OpenGL.
477      *
478      * This test has been moved into wined3d_guess_gl_vendor()
479      */
480     if (gl_vendor == GL_VENDOR_APPLE)
481     {
482         return TRUE;
483     }
484     return FALSE;
485 }
486
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 {
490     /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491      * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492      * all the texture. This function detects this bug by its symptom and disables PBOs
493      * if the test fails.
494      *
495      * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496      * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497      * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498      * read back is compared to the original. If they are equal PBOs are assumed to work,
499      * otherwise the PBO extension is disabled. */
500     GLuint texture, pbo;
501     static const unsigned int pattern[] =
502     {
503         0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504         0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505         0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506         0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507     };
508     unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509
510     /* No PBO -> No point in testing them. */
511     if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
512
513     ENTER_GL();
514
515     while (glGetError());
516     glGenTextures(1, &texture);
517     glBindTexture(GL_TEXTURE_2D, texture);
518
519     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521     checkGLcall("Specifying the PBO test texture");
522
523     GL_EXTCALL(glGenBuffersARB(1, &pbo));
524     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525     GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526     checkGLcall("Specifying the PBO test pbo");
527
528     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529     checkGLcall("Loading the PBO test texture");
530
531     GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532     wglFinish(); /* just to be sure */
533
534     memset(check, 0, sizeof(check));
535     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536     checkGLcall("Reading back the PBO test texture");
537
538     glDeleteTextures(1, &texture);
539     GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540     checkGLcall("PBO test cleanup");
541
542     LEAVE_GL();
543
544     if (memcmp(check, pattern, sizeof(check)))
545     {
546         WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547         WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548         gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
549     }
550     else
551     {
552         TRACE_(d3d_caps)("PBO test successful.\n");
553     }
554 }
555
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
558 {
559     return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
560 }
561
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 {
565     if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566     if (card_vendor != HW_VENDOR_ATI) return FALSE;
567     if (device == CARD_ATI_RADEON_X1600) return FALSE;
568     return TRUE;
569 }
570
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 {
574     return gl_vendor == GL_VENDOR_FGLRX;
575
576 }
577
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 {
581     /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582      * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583      * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584      * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
585      * hardcoded
586      *
587      * dx10 cards usually have 64 varyings */
588     return gl_info->limits.glsl_varyings > 44;
589 }
590
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
594 {
595     GLenum error;
596     DWORD data[16];
597
598     if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
599
600     ENTER_GL();
601     while(glGetError());
602     GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603     error = glGetError();
604     LEAVE_GL();
605
606     if(error == GL_NO_ERROR)
607     {
608         TRACE("GL Implementation accepts 4 component specular color pointers\n");
609         return TRUE;
610     }
611     else
612     {
613         TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614               debug_glerror(error));
615         return FALSE;
616     }
617 }
618
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 {
622     if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623     return gl_info->supported[NV_TEXTURE_SHADER];
624 }
625
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
629 {
630     GLuint prog;
631     BOOL ret = FALSE;
632     GLint pos;
633     const char *testcode =
634         "!!ARBvp1.0\n"
635         "OPTION NV_vertex_program2;\n"
636         "MOV result.clip[0], 0.0;\n"
637         "MOV result.position, 0.0;\n"
638         "END\n";
639
640     if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
641
642     ENTER_GL();
643     while(glGetError());
644
645     GL_EXTCALL(glGenProgramsARB(1, &prog));
646     if(!prog)
647     {
648         ERR("Failed to create the NVvp clip test program\n");
649         LEAVE_GL();
650         return FALSE;
651     }
652     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654                                   strlen(testcode), testcode));
655     glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
656     if(pos != -1)
657     {
658         WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
660         ret = TRUE;
661         while(glGetError());
662     }
663     else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
664
665     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666     GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667     checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
668
669     LEAVE_GL();
670     return ret;
671 }
672
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
676 {
677     char data[4 * 4 * 4];
678     GLuint tex, fbo;
679     GLenum status;
680
681     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
682
683     memset(data, 0xcc, sizeof(data));
684
685     ENTER_GL();
686
687     glGenTextures(1, &tex);
688     glBindTexture(GL_TEXTURE_2D, tex);
689     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692     checkGLcall("glTexImage2D");
693
694     gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697     checkGLcall("glFramebufferTexture2D");
698
699     status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700     if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701     checkGLcall("glCheckFramebufferStatus");
702
703     memset(data, 0x11, sizeof(data));
704     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705     checkGLcall("glTexSubImage2D");
706
707     glClearColor(0.996, 0.729, 0.745, 0.792);
708     glClear(GL_COLOR_BUFFER_BIT);
709     checkGLcall("glClear");
710
711     glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712     checkGLcall("glGetTexImage");
713
714     gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715     gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716     glBindTexture(GL_TEXTURE_2D, 0);
717     checkGLcall("glBindTexture");
718
719     gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720     glDeleteTextures(1, &tex);
721     checkGLcall("glDeleteTextures");
722
723     LEAVE_GL();
724
725     return *(DWORD *)data == 0x11111111;
726 }
727
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
729 {
730     TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731     gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732     TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733     gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
734 }
735
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
737 {
738     quirk_arb_constants(gl_info);
739     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740      * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741      * allow 48 different offsets or other helper immediate values. */
742     TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
744 }
745
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747  * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748  * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749  * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750  * most games, but avoids the crash
751  *
752  * A more sophisticated way would be to find all units that need texture coordinates and enable
753  * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754  * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
755  *
756  * Note that disabling the extension entirely does not gain predictability because there is no point
757  * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
759 {
760     if (gl_info->supported[ARB_POINT_SPRITE])
761     {
762         TRACE("Limiting point sprites to one texture unit.\n");
763         gl_info->limits.point_sprite_units = 1;
764     }
765 }
766
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
768 {
769     quirk_arb_constants(gl_info);
770
771     /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772      * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773      * If real NP2 textures are used, the driver falls back to software. We could just remove the
774      * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775      * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776      * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777      * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
778      *
779      * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780      * has this extension promoted to core. The extension loading code sets this extension supported
781      * due to that, so this code works on fglrx as well. */
782     if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
783     {
784         TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785         gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786         gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
787     }
788
789     /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790      * it is generally more efficient. Reserve just 8 constants. */
791     TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792     gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
793 }
794
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
796 {
797     /*  The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798      *  doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799      *  This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800      *  within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801      *  FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802      *  We therefore completely remove ARB_tex_npot from the list of supported extensions.
803      *
804      *  Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805      *  triggering the software fallback. There is not much we can do here apart from disabling the
806      *  software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807      *  in IWineD3DImpl_FillGLCaps).
808      *  This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809      *  post-processing effects in the game "Max Payne 2").
810      *  The behaviour can be verified through a simple test app attached in bugreport #14724. */
811     TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812     gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813     gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
814 }
815
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
817 {
818     /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819      * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820      * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821      * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822      * according to the spec.
823      *
824      * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825      * makes the shader slower and eats instruction slots which should be available to the d3d app.
826      *
827      * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828      * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829      * this workaround is activated on cards that do not need it, it won't break things, just affect
830      * performance negatively. */
831     TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832     gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
833 }
834
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
836 {
837     gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
838 }
839
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
841 {
842     gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
843 }
844
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
846 {
847     gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848     gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
849 }
850
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
852 {
853     gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
854 }
855
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
857 {
858     gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
859 }
860
861 struct driver_quirk
862 {
863     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864             enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865     void (*apply)(struct wined3d_gl_info *gl_info);
866     const char *description;
867 };
868
869 static const struct driver_quirk quirk_table[] =
870 {
871     {
872         match_ati_r300_to_500,
873         quirk_ati_dx9,
874         "ATI GLSL constant and normalized texrect quirk"
875     },
876     /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877      * used it falls back to software. While the compiler can detect if the shader uses all declared
878      * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879      * using relative addressing falls back to software.
880      *
881      * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
882     {
883         match_apple,
884         quirk_apple_glsl_constants,
885         "Apple GLSL uniform override"
886     },
887     {
888         match_geforce5,
889         quirk_no_np2,
890         "Geforce 5 NP2 disable"
891     },
892     {
893         match_apple_intel,
894         quirk_texcoord_w,
895         "Init texcoord .w for Apple Intel GPU driver"
896     },
897     {
898         match_apple_nonr500ati,
899         quirk_texcoord_w,
900         "Init texcoord .w for Apple ATI >= r600 GPU driver"
901     },
902     {
903         match_fglrx,
904         quirk_one_point_sprite,
905         "Fglrx point sprite crash workaround"
906     },
907     {
908         match_dx10_capable,
909         quirk_clip_varying,
910         "Reserved varying for gl_ClipPos"
911     },
912     {
913         /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914          * GL implementations accept it. The Mac GL is the only implementation known to
915          * reject it.
916          *
917          * If we can pass 4 component specular colors, do it, because (a) we don't have
918          * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919          * passes specular alpha to the pixel shader if any is used. Otherwise the
920          * specular alpha is used to pass the fog coordinate, which we pass to opengl
921          * via GL_EXT_fog_coord.
922          */
923         match_allows_spec_alpha,
924         quirk_allows_specular_alpha,
925         "Allow specular alpha quirk"
926     },
927     {
928         /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
929          * (rdar://5682521).
930          */
931         match_apple_nvts,
932         quirk_apple_nvts,
933         "Apple NV_texture_shader disable"
934     },
935     {
936         match_broken_nv_clip,
937         quirk_disable_nvvp_clip,
938         "Apple NV_vertex_program clip bug quirk"
939     },
940     {
941         match_fbo_tex_update,
942         quirk_fbo_tex_update,
943         "FBO rebind for attachment updates"
944     },
945 };
946
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948  * reporting a driver version is moot because we are not the Windows driver, and we have different
949  * bugs, features, etc.
950  *
951  * The driver version has the form "x.y.z.w".
952  *
953  * "x" is the Windows version the driver is meant for:
954  * 4 -> 95/98/NT4
955  * 5 -> 2000
956  * 6 -> 2000/XP
957  * 7 -> Vista
958  * 8 -> Win 7
959  *
960  * "y" is the Direct3D level the driver supports:
961  * 11 -> d3d6
962  * 12 -> d3d7
963  * 13 -> d3d8
964  * 14 -> d3d9
965  * 15 -> d3d10
966  *
967  * "z" is unknown, possibly vendor specific.
968  *
969  * "w" is the vendor specific driver version.
970  */
971 struct driver_version_information
972 {
973     WORD vendor;                    /* reported PCI card vendor ID  */
974     WORD card;                      /* reported PCI card device ID  */
975     const char *description;        /* Description of the card e.g. NVIDIA RIVA TNT */
976     WORD d3d_level;                 /* driver hiword to report      */
977     WORD lopart_hi, lopart_lo;      /* driver loword to report      */
978 };
979
980 static const struct driver_version_information driver_version_table[] =
981 {
982     /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983      * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
984      * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985      * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
986      *
987      * All version numbers used below are from the Linux nvidia drivers. */
988     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT,           "NVIDIA RIVA TNT",                  1,  8,  6      },
989     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_RIVA_TNT2,          "NVIDIA RIVA TNT2/TNT2 Pro",        1,  8,  6      },
990     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE,            "NVIDIA GeForce 256",               1,  8,  6      },
991     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2_MX,        "NVIDIA GeForce2 MX/MX 400",        6,  4,  3      },
992     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE2,           "NVIDIA GeForce2 GTS/GeForce2 Pro", 1,  8,  6      },
993     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE3,           "NVIDIA GeForce3",                  6,  10, 9371   },
994     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_MX,        "NVIDIA GeForce4 MX 460",           6,  10, 9371   },
995     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE4_TI4200,    "NVIDIA GeForce4 Ti 4200",          6,  10, 9371   },
996     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5200,     "NVIDIA GeForce FX 5200",           15, 11, 7516   },
997     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5600,     "NVIDIA GeForce FX 5600",           15, 11, 7516   },
998     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCEFX_5800,     "NVIDIA GeForce FX 5800",           15, 11, 7516   },
999     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6200,       "NVIDIA GeForce 6200",              15, 11, 8618   },
1000     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6600GT,     "NVIDIA GeForce 6600 GT",           15, 11, 8618   },
1001     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_6800,       "NVIDIA GeForce 6800",              15, 11, 8618   },
1002     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7300,       "NVIDIA GeForce Go 7300",           15, 11, 8585   },
1003     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7400,       "NVIDIA GeForce Go 7400",           15, 11, 8585   },
1004     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7600,       "NVIDIA GeForce 7600 GT",           15, 11, 8618   },
1005     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_7800GT,     "NVIDIA GeForce 7800 GT",           15, 11, 8618   },
1006     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8300GS,     "NVIDIA GeForce 8300 GS",           15, 11, 8618   },
1007     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600GT,     "NVIDIA GeForce 8600 GT",           15, 11, 8618   },
1008     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8600MGT,    "NVIDIA GeForce 8600M GT",          15, 11, 8585   },
1009     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_8800GTS,    "NVIDIA GeForce 8800 GTS",          15, 11, 8618   },
1010     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9200,       "NVIDIA GeForce 9200",              15, 11, 8618   },
1011     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9400GT,     "NVIDIA GeForce 9400 GT",           15, 11, 8618   },
1012     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9500GT,     "NVIDIA GeForce 9500 GT",           15, 11, 8618   },
1013     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9600GT,     "NVIDIA GeForce 9600 GT",           15, 11, 8618   },
1014     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_9800GT,     "NVIDIA GeForce 9800 GT",           15, 11, 8618   },
1015     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX260,     "NVIDIA GeForce GTX 260",           15, 11, 8618   },
1016     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX275,     "NVIDIA GeForce GTX 275",           15, 11, 8618   },
1017     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GTX280,     "NVIDIA GeForce GTX 280",           15, 11, 8618   },
1018     {HW_VENDOR_NVIDIA,     CARD_NVIDIA_GEFORCE_GT240,      "NVIDIA GeForce GT 240",            15, 11, 8618   },
1019
1020     /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021     {HW_VENDOR_ATI,        CARD_ATI_RADEON_9500,           "ATI Radeon 9500",                  14, 10, 6764    },
1022     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X700,           "ATI Radeon X700 SE",               14, 10, 6764    },
1023     {HW_VENDOR_ATI,        CARD_ATI_RADEON_X1600,          "ATI Radeon X1600 Series",          14, 10, 6764    },
1024     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2300,         "ATI Mobility Radeon HD 2300",      14, 10, 6764    },
1025     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2600,         "ATI Mobility Radeon HD 2600",      14, 10, 6764    },
1026     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD2900,         "ATI Radeon HD 2900 XT",            14, 10, 6764    },
1027     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4350,         "ATI Radeon HD 4350",               14, 10, 6764    },
1028     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4600,         "ATI Radeon HD 4600 Series",        14, 10, 6764    },
1029     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4700,         "ATI Radeon HD 4700 Series",        14, 10, 6764    },
1030     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD4800,         "ATI Radeon HD 4800 Series",        14, 10, 6764    },
1031     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5700,         "ATI Radeon HD 5700 Series",        14, 10, 8681    },
1032     {HW_VENDOR_ATI,        CARD_ATI_RADEON_HD5800,         "ATI Radeon HD 5800 Series",        14, 10, 8681    },
1033
1034     /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1035 };
1036
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038         enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1039 {
1040     OSVERSIONINFOW os_version;
1041     WORD driver_os_version;
1042     unsigned int i;
1043
1044     if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1045     {
1046         TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047         vendor = wined3d_settings.pci_vendor_id;
1048     }
1049     driver_info->vendor = vendor;
1050
1051     if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1052     {
1053         TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054         device = wined3d_settings.pci_device_id;
1055     }
1056     driver_info->device = device;
1057
1058     switch (vendor)
1059     {
1060         case HW_VENDOR_ATI:
1061             driver_info->name = "ati2dvag.dll";
1062             break;
1063
1064         case HW_VENDOR_NVIDIA:
1065             driver_info->name = "nv4_disp.dll";
1066             break;
1067
1068         case HW_VENDOR_INTEL:
1069         default:
1070             FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071             driver_info->name = "Display";
1072             break;
1073     }
1074
1075     memset(&os_version, 0, sizeof(os_version));
1076     os_version.dwOSVersionInfoSize = sizeof(os_version);
1077     if (!GetVersionExW(&os_version))
1078     {
1079         ERR("Failed to get OS version, reporting 2000/XP.\n");
1080         driver_os_version = 6;
1081     }
1082     else
1083     {
1084         TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085         switch (os_version.dwMajorVersion)
1086         {
1087             case 4:
1088                 driver_os_version = 4;
1089                 break;
1090
1091             case 5:
1092                 driver_os_version = 6;
1093                 break;
1094
1095             case 6:
1096                 if (os_version.dwMinorVersion == 0)
1097                 {
1098                     driver_os_version = 7;
1099                 }
1100                 else
1101                 {
1102                     if (os_version.dwMinorVersion > 1)
1103                     {
1104                         FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105                                 os_version.dwMajorVersion, os_version.dwMinorVersion);
1106                     }
1107                     driver_os_version = 8;
1108                 }
1109                 break;
1110
1111             default:
1112                 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113                         os_version.dwMajorVersion, os_version.dwMinorVersion);
1114                 driver_os_version = 6;
1115                 break;
1116         }
1117     }
1118
1119     driver_info->description = "Direct3D HAL";
1120     driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121     driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1122
1123     for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1124     {
1125         if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1126         {
1127             TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1128
1129             driver_info->description = driver_version_table[i].description;
1130             driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131             driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132                     driver_version_table[i].lopart_lo);
1133             break;
1134         }
1135     }
1136
1137     TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138             driver_info->version_high, driver_info->version_low);
1139 }
1140
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143         enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1144 {
1145     unsigned int i;
1146
1147     for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1148     {
1149         if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150         TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151         quirk_table[i].apply(gl_info);
1152     }
1153
1154     /* Find out if PBOs work as they are supposed to. */
1155     test_pbo_functionality(gl_info);
1156 }
1157
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1159 {
1160     const char *ptr = gl_version;
1161     int major, minor;
1162
1163     major = atoi(ptr);
1164     if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1165
1166     while (isdigit(*ptr)) ++ptr;
1167     if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1168
1169     minor = atoi(ptr);
1170
1171     TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1172
1173     return MAKEDWORD_VERSION(major, minor);
1174 }
1175
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1177 {
1178
1179     /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180      * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181      * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1182      *
1183      * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184      * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185      * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186      * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187      * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188      * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189      * DirectDraw, not OpenGL. */
1190     if (gl_info->supported[APPLE_FENCE]
1191             && gl_info->supported[APPLE_CLIENT_STORAGE]
1192             && gl_info->supported[APPLE_FLUSH_RENDER]
1193             && gl_info->supported[APPLE_YCBCR_422])
1194         return GL_VENDOR_APPLE;
1195
1196     if (strstr(gl_vendor_string, "NVIDIA"))
1197         return GL_VENDOR_NVIDIA;
1198
1199     if (strstr(gl_vendor_string, "ATI"))
1200         return GL_VENDOR_FGLRX;
1201
1202     if (strstr(gl_vendor_string, "Intel(R)")
1203             || strstr(gl_renderer, "Intel(R)")
1204             || strstr(gl_vendor_string, "Intel Inc."))
1205         return GL_VENDOR_INTEL;
1206
1207     if (strstr(gl_vendor_string, "Mesa")
1208             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209             || strstr(gl_vendor_string, "DRI R300 Project")
1210             || strstr(gl_vendor_string, "X.Org R300 Project")
1211             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212             || strstr(gl_vendor_string, "VMware, Inc.")
1213             || strstr(gl_renderer, "Mesa")
1214             || strstr(gl_renderer, "Gallium"))
1215         return GL_VENDOR_MESA;
1216
1217     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218             debugstr_a(gl_vendor_string));
1219
1220     return GL_VENDOR_UNKNOWN;
1221 }
1222
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1224 {
1225     if (strstr(gl_vendor_string, "NVIDIA"))
1226         return HW_VENDOR_NVIDIA;
1227
1228     if (strstr(gl_vendor_string, "ATI")
1229             || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230             || strstr(gl_vendor_string, "X.Org R300 Project")
1231             || strstr(gl_vendor_string, "DRI R300 Project"))
1232         return HW_VENDOR_ATI;
1233
1234     if (strstr(gl_vendor_string, "Intel(R)")
1235             || strstr(gl_renderer, "Intel(R)")
1236             || strstr(gl_vendor_string, "Intel Inc."))
1237         return HW_VENDOR_INTEL;
1238
1239     if (strstr(gl_vendor_string, "Mesa")
1240             || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241             || strstr(gl_vendor_string, "VMware, Inc."))
1242         return HW_VENDOR_SOFTWARE;
1243
1244     FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1245
1246     return HW_VENDOR_NVIDIA;
1247 }
1248
1249
1250
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252         const char *gl_renderer, unsigned int *vidmem)
1253 {
1254     if (WINE_D3D10_CAPABLE(gl_info))
1255     {
1256         /* Geforce 200 - highend */
1257         if (strstr(gl_renderer, "GTX 280")
1258                 || strstr(gl_renderer, "GTX 285")
1259                 || strstr(gl_renderer, "GTX 295"))
1260         {
1261             *vidmem = 1024;
1262             return CARD_NVIDIA_GEFORCE_GTX280;
1263         }
1264
1265         /* Geforce 200 - midend high */
1266         if (strstr(gl_renderer, "GTX 275"))
1267         {
1268             *vidmem = 896;
1269             return CARD_NVIDIA_GEFORCE_GTX275;
1270         }
1271
1272         /* Geforce 200 - midend */
1273         if (strstr(gl_renderer, "GTX 260"))
1274         {
1275             *vidmem = 1024;
1276             return CARD_NVIDIA_GEFORCE_GTX260;
1277         }
1278         /* Geforce 200 - midend */
1279         if (strstr(gl_renderer, "GT 240"))
1280         {
1281            *vidmem = 512;
1282            return CARD_NVIDIA_GEFORCE_GT240;
1283         }
1284
1285         /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1286         if (strstr(gl_renderer, "9800")
1287                 || strstr(gl_renderer, "GTS 150")
1288                 || strstr(gl_renderer, "GTS 250"))
1289         {
1290             *vidmem = 512;
1291             return CARD_NVIDIA_GEFORCE_9800GT;
1292         }
1293
1294         /* Geforce9 - midend */
1295         if (strstr(gl_renderer, "9600"))
1296         {
1297             *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1298             return CARD_NVIDIA_GEFORCE_9600GT;
1299         }
1300
1301         /* Geforce9 - midend low / Geforce 200 - low */
1302         if (strstr(gl_renderer, "9500")
1303                 || strstr(gl_renderer, "GT 120")
1304                 || strstr(gl_renderer, "GT 130"))
1305         {
1306             *vidmem = 256; /* The 9500GT has 256-1024MB */
1307             return CARD_NVIDIA_GEFORCE_9500GT;
1308         }
1309
1310         /* Geforce9 - lowend */
1311         if (strstr(gl_renderer, "9400"))
1312         {
1313             *vidmem = 256; /* The 9400GT has 256-1024MB */
1314             return CARD_NVIDIA_GEFORCE_9400GT;
1315         }
1316
1317         /* Geforce9 - lowend low */
1318         if (strstr(gl_renderer, "9100")
1319                 || strstr(gl_renderer, "9200")
1320                 || strstr(gl_renderer, "9300")
1321                 || strstr(gl_renderer, "G 100"))
1322         {
1323             *vidmem = 256; /* The 9100-9300 cards have 256MB */
1324             return CARD_NVIDIA_GEFORCE_9200;
1325         }
1326
1327         /* Geforce8 - highend */
1328         if (strstr(gl_renderer, "8800"))
1329         {
1330             *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1331             return CARD_NVIDIA_GEFORCE_8800GTS;
1332         }
1333
1334         /* Geforce8 - midend mobile */
1335         if (strstr(gl_renderer, "8600 M"))
1336         {
1337             *vidmem = 512;
1338             return CARD_NVIDIA_GEFORCE_8600MGT;
1339         }
1340
1341         /* Geforce8 - midend */
1342         if (strstr(gl_renderer, "8600")
1343                 || strstr(gl_renderer, "8700"))
1344         {
1345             *vidmem = 256;
1346             return CARD_NVIDIA_GEFORCE_8600GT;
1347         }
1348
1349         /* Geforce8 - lowend */
1350         if (strstr(gl_renderer, "8100")
1351                 || strstr(gl_renderer, "8200")
1352                 || strstr(gl_renderer, "8300")
1353                 || strstr(gl_renderer, "8400")
1354                 || strstr(gl_renderer, "8500"))
1355         {
1356             *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1357             return CARD_NVIDIA_GEFORCE_8300GS;
1358         }
1359
1360         /* Geforce8-compatible fall back if the GPU is not in the list yet */
1361         *vidmem = 128;
1362         return CARD_NVIDIA_GEFORCE_8300GS;
1363     }
1364
1365     /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1366      * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1367      */
1368     if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1369     {
1370         /* Geforce7 - highend */
1371         if (strstr(gl_renderer, "7800")
1372                 || strstr(gl_renderer, "7900")
1373                 || strstr(gl_renderer, "7950")
1374                 || strstr(gl_renderer, "Quadro FX 4")
1375                 || strstr(gl_renderer, "Quadro FX 5"))
1376         {
1377             *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1378             return CARD_NVIDIA_GEFORCE_7800GT;
1379         }
1380
1381         /* Geforce7 midend */
1382         if (strstr(gl_renderer, "7600")
1383                 || strstr(gl_renderer, "7700"))
1384         {
1385             *vidmem = 256; /* The 7600 uses 256-512MB */
1386             return CARD_NVIDIA_GEFORCE_7600;
1387         }
1388
1389         /* Geforce7 lower medium */
1390         if (strstr(gl_renderer, "7400"))
1391         {
1392             *vidmem = 256; /* The 7400 uses 256-512MB */
1393             return CARD_NVIDIA_GEFORCE_7400;
1394         }
1395
1396         /* Geforce7 lowend */
1397         if (strstr(gl_renderer, "7300"))
1398         {
1399             *vidmem = 256; /* Mac Pros with this card have 256 MB */
1400             return CARD_NVIDIA_GEFORCE_7300;
1401         }
1402
1403         /* Geforce6 highend */
1404         if (strstr(gl_renderer, "6800"))
1405         {
1406             *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1407             return CARD_NVIDIA_GEFORCE_6800;
1408         }
1409
1410         /* Geforce6 - midend */
1411         if (strstr(gl_renderer, "6600")
1412                 || strstr(gl_renderer, "6610")
1413                 || strstr(gl_renderer, "6700"))
1414         {
1415             *vidmem = 128; /* A 6600GT has 128-256MB */
1416             return CARD_NVIDIA_GEFORCE_6600GT;
1417         }
1418
1419         /* Geforce6/7 lowend */
1420         *vidmem = 64; /* */
1421         return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1422     }
1423
1424     if (WINE_D3D9_CAPABLE(gl_info))
1425     {
1426         /* GeforceFX - highend */
1427         if (strstr(gl_renderer, "5800")
1428                 || strstr(gl_renderer, "5900")
1429                 || strstr(gl_renderer, "5950")
1430                 || strstr(gl_renderer, "Quadro FX"))
1431         {
1432             *vidmem = 256; /* 5800-5900 cards use 256MB */
1433             return CARD_NVIDIA_GEFORCEFX_5800;
1434         }
1435
1436         /* GeforceFX - midend */
1437         if (strstr(gl_renderer, "5600")
1438                 || strstr(gl_renderer, "5650")
1439                 || strstr(gl_renderer, "5700")
1440                 || strstr(gl_renderer, "5750"))
1441         {
1442             *vidmem = 128; /* A 5600 uses 128-256MB */
1443             return CARD_NVIDIA_GEFORCEFX_5600;
1444         }
1445
1446         /* GeforceFX - lowend */
1447         *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1448         return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1449     }
1450
1451     if (WINE_D3D8_CAPABLE(gl_info))
1452     {
1453         if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1454         {
1455             *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1456             return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1457         }
1458
1459         *vidmem = 64; /* Geforce3 cards have 64-128MB */
1460         return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1461     }
1462
1463     if (WINE_D3D7_CAPABLE(gl_info))
1464     {
1465         if (strstr(gl_renderer, "GeForce4 MX"))
1466         {
1467             /* Most Geforce4MX GPUs have at least 64MB of memory, some
1468              * early models had 32MB but most have 64MB or even 128MB. */
1469             *vidmem = 64;
1470             return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1471         }
1472
1473         if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1474         {
1475             *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1476             return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1477         }
1478
1479         if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1480         {
1481             *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1482             return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1483         }
1484
1485         /* Most Geforce1 cards have 32MB, there are also some rare 16
1486          * and 64MB (Dell) models. */
1487         *vidmem = 32;
1488         return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1489     }
1490
1491     if (strstr(gl_renderer, "TNT2"))
1492     {
1493         *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1494         return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1495     }
1496
1497     *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1498     return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1499
1500 }
1501
1502 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1503         const char *gl_renderer, unsigned int *vidmem)
1504 {
1505     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1506      *
1507      * Beware: renderer string do not match exact card model,
1508      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1509     if (WINE_D3D9_CAPABLE(gl_info))
1510     {
1511         /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1512         if (strstr(gl_renderer, "HD 5800")          /* Radeon EG CYPRESS HD58xx generic renderer string */
1513                 || strstr(gl_renderer, "HD 5850")   /* Radeon EG CYPRESS XT */
1514                 || strstr(gl_renderer, "HD 5870"))  /* Radeon EG CYPRESS PRO */
1515         {
1516             *vidmem = 1024; /* note: HD58xx cards use 1024MB  */
1517             return CARD_ATI_RADEON_HD5800;
1518         }
1519
1520         /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1521         if (strstr(gl_renderer, "HD 5700")          /* Radeon EG JUNIPER HD57xx generic renderer string */
1522                 || strstr(gl_renderer, "HD 5750")   /* Radeon EG JUNIPER LE */
1523                 || strstr(gl_renderer, "HD 5770"))  /* Radeon EG JUNIPER XT */
1524         {
1525             *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB  */
1526             return CARD_ATI_RADEON_HD5700;
1527         }
1528
1529         /* Radeon R7xx HD4800 - highend */
1530         if (strstr(gl_renderer, "HD 4800")          /* Radeon RV7xx HD48xx generic renderer string */
1531                 || strstr(gl_renderer, "HD 4830")   /* Radeon RV770 */
1532                 || strstr(gl_renderer, "HD 4850")   /* Radeon RV770 */
1533                 || strstr(gl_renderer, "HD 4870")   /* Radeon RV770 */
1534                 || strstr(gl_renderer, "HD 4890"))  /* Radeon RV790 */
1535         {
1536             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1537             return CARD_ATI_RADEON_HD4800;
1538         }
1539
1540         /* Radeon R740 HD4700 - midend */
1541         if (strstr(gl_renderer, "HD 4700")          /* Radeon RV770 */
1542                 || strstr(gl_renderer, "HD 4770"))  /* Radeon RV740 */
1543         {
1544             *vidmem = 512;
1545             return CARD_ATI_RADEON_HD4700;
1546         }
1547
1548         /* Radeon R730 HD4600 - midend */
1549         if (strstr(gl_renderer, "HD 4600")          /* Radeon RV730 */
1550                 || strstr(gl_renderer, "HD 4650")   /* Radeon RV730 */
1551                 || strstr(gl_renderer, "HD 4670"))  /* Radeon RV730 */
1552         {
1553             *vidmem = 512;
1554             return CARD_ATI_RADEON_HD4600;
1555         }
1556
1557         /* Radeon R710 HD4500/HD4350 - lowend */
1558         if (strstr(gl_renderer, "HD 4350")          /* Radeon RV710 */
1559                 || strstr(gl_renderer, "HD 4550"))  /* Radeon RV710 */
1560         {
1561             *vidmem = 256;
1562             return CARD_ATI_RADEON_HD4350;
1563         }
1564
1565         /* Radeon R6xx HD2900/HD3800 - highend */
1566         if (strstr(gl_renderer, "HD 2900")
1567                 || strstr(gl_renderer, "HD 3870")
1568                 || strstr(gl_renderer, "HD 3850"))
1569         {
1570             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1571             return CARD_ATI_RADEON_HD2900;
1572         }
1573
1574         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1575         if (strstr(gl_renderer, "HD 2600")
1576                 || strstr(gl_renderer, "HD 3830")
1577                 || strstr(gl_renderer, "HD 3690")
1578                 || strstr(gl_renderer, "HD 3650"))
1579         {
1580             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1581             return CARD_ATI_RADEON_HD2600;
1582         }
1583
1584         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1585         if (strstr(gl_renderer, "HD 2300")
1586                 || strstr(gl_renderer, "HD 2400")
1587                 || strstr(gl_renderer, "HD 3470")
1588                 || strstr(gl_renderer, "HD 3450")
1589                 || strstr(gl_renderer, "HD 3430")
1590                 || strstr(gl_renderer, "HD 3400"))
1591         {
1592             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1593             return CARD_ATI_RADEON_HD2300;
1594         }
1595
1596         /* Radeon R6xx/R7xx integrated */
1597         if (strstr(gl_renderer, "HD 3100")
1598                 || strstr(gl_renderer, "HD 3200")
1599                 || strstr(gl_renderer, "HD 3300"))
1600         {
1601             *vidmem = 128; /* 128MB */
1602             return CARD_ATI_RADEON_HD3200;
1603         }
1604
1605         /* Radeon R5xx */
1606         if (strstr(gl_renderer, "X1600")
1607                 || strstr(gl_renderer, "X1650")
1608                 || strstr(gl_renderer, "X1800")
1609                 || strstr(gl_renderer, "X1900")
1610                 || strstr(gl_renderer, "X1950"))
1611         {
1612             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1613             return CARD_ATI_RADEON_X1600;
1614         }
1615
1616         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1617         if (strstr(gl_renderer, "X700")
1618                 || strstr(gl_renderer, "X800")
1619                 || strstr(gl_renderer, "X850")
1620                 || strstr(gl_renderer, "X1300")
1621                 || strstr(gl_renderer, "X1400")
1622                 || strstr(gl_renderer, "X1450")
1623                 || strstr(gl_renderer, "X1550"))
1624         {
1625             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1626             return CARD_ATI_RADEON_X700;
1627         }
1628
1629         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1630         if (strstr(gl_renderer, "Radeon Xpress"))
1631         {
1632             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1633             return CARD_ATI_RADEON_XPRESS_200M;
1634         }
1635
1636         /* Radeon R3xx */
1637         *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1638         return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1639     }
1640
1641     if (WINE_D3D8_CAPABLE(gl_info))
1642     {
1643         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1644         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1645     }
1646
1647     if (WINE_D3D7_CAPABLE(gl_info))
1648     {
1649         *vidmem = 32; /* There are models with up to 64MB */
1650         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1651     }
1652
1653     *vidmem = 16; /* There are 16-32MB models */
1654     return CARD_ATI_RAGE_128PRO;
1655
1656 }
1657
1658 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1659         const char *gl_renderer, unsigned int *vidmem)
1660 {
1661     if (strstr(gl_renderer, "X3100"))
1662     {
1663         /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1664         *vidmem = 128;
1665         return CARD_INTEL_X3100;
1666     }
1667
1668     if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1669     {
1670         /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1671         *vidmem = 64;
1672         return CARD_INTEL_I945GM;
1673     }
1674
1675     if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1676     if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1677     if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1678     if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1679     if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1680     return CARD_INTEL_I915G;
1681
1682 }
1683
1684 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1685         const char *gl_renderer, unsigned int *vidmem)
1686 {
1687     /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1688      *
1689      * Beware: renderer string do not match exact card model,
1690      * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1691     if (strstr(gl_renderer, "Gallium"))
1692     {
1693         /* Radeon R7xx HD4800 - highend */
1694         if (strstr(gl_renderer, "R700")          /* Radeon R7xx HD48xx generic renderer string */
1695                 || strstr(gl_renderer, "RV770")  /* Radeon RV770 */
1696                 || strstr(gl_renderer, "RV790"))  /* Radeon RV790 */
1697         {
1698             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1699             return CARD_ATI_RADEON_HD4800;
1700         }
1701
1702         /* Radeon R740 HD4700 - midend */
1703         if (strstr(gl_renderer, "RV740"))          /* Radeon RV740 */
1704         {
1705             *vidmem = 512;
1706             return CARD_ATI_RADEON_HD4700;
1707         }
1708
1709         /* Radeon R730 HD4600 - midend */
1710         if (strstr(gl_renderer, "RV730"))        /* Radeon RV730 */
1711         {
1712             *vidmem = 512;
1713             return CARD_ATI_RADEON_HD4600;
1714         }
1715
1716         /* Radeon R710 HD4500/HD4350 - lowend */
1717         if (strstr(gl_renderer, "RV710"))          /* Radeon RV710 */
1718         {
1719             *vidmem = 256;
1720             return CARD_ATI_RADEON_HD4350;
1721         }
1722
1723         /* Radeon R6xx HD2900/HD3800 - highend */
1724         if (strstr(gl_renderer, "R600")
1725                 || strstr(gl_renderer, "RV670")
1726                 || strstr(gl_renderer, "R680"))
1727         {
1728             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1729             return CARD_ATI_RADEON_HD2900;
1730         }
1731
1732         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1733         if (strstr(gl_renderer, "RV630")
1734                 || strstr(gl_renderer, "RV635"))
1735         {
1736             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1737             return CARD_ATI_RADEON_HD2600;
1738         }
1739
1740         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1741         if (strstr(gl_renderer, "RV610")
1742                 || strstr(gl_renderer, "RV620"))
1743         {
1744             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1745             return CARD_ATI_RADEON_HD2300;
1746         }
1747
1748         /* Radeon R6xx/R7xx integrated */
1749         if (strstr(gl_renderer, "RS780")
1750                 || strstr(gl_renderer, "RS880"))
1751         {
1752             *vidmem = 128; /* 128MB */
1753             return CARD_ATI_RADEON_HD3200;
1754         }
1755
1756         /* Radeon R5xx */
1757         if (strstr(gl_renderer, "RV530")
1758                 || strstr(gl_renderer, "RV535")
1759                 || strstr(gl_renderer, "RV560")
1760                 || strstr(gl_renderer, "R520")
1761                 || strstr(gl_renderer, "RV570")
1762                 || strstr(gl_renderer, "R580"))
1763         {
1764             *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1765             return CARD_ATI_RADEON_X1600;
1766         }
1767
1768         /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1769         if (strstr(gl_renderer, "R410")
1770                 || strstr(gl_renderer, "R420")
1771                 || strstr(gl_renderer, "R423")
1772                 || strstr(gl_renderer, "R430")
1773                 || strstr(gl_renderer, "R480")
1774                 || strstr(gl_renderer, "R481")
1775                 || strstr(gl_renderer, "RV410")
1776                 || strstr(gl_renderer, "RV515")
1777                 || strstr(gl_renderer, "RV516"))
1778         {
1779             *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1780             return CARD_ATI_RADEON_X700;
1781         }
1782
1783         /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1784         if (strstr(gl_renderer, "RS400")
1785                 || strstr(gl_renderer, "RS480")
1786                 || strstr(gl_renderer, "RS482")
1787                 || strstr(gl_renderer, "RS485")
1788                 || strstr(gl_renderer, "RS600")
1789                 || strstr(gl_renderer, "RS690")
1790                 || strstr(gl_renderer, "RS740"))
1791         {
1792             *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1793             return CARD_ATI_RADEON_XPRESS_200M;
1794         }
1795
1796         /* Radeon R3xx */
1797         if (strstr(gl_renderer, "R300")
1798                 || strstr(gl_renderer, "RV350")
1799                 || strstr(gl_renderer, "RV351")
1800                 || strstr(gl_renderer, "RV360")
1801                 || strstr(gl_renderer, "RV370")
1802                 || strstr(gl_renderer, "R350")
1803                 || strstr(gl_renderer, "R360"))
1804         {
1805             *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1806             return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1807         }
1808     }
1809
1810     if (WINE_D3D9_CAPABLE(gl_info))
1811     {
1812         /* Radeon R7xx HD4800 - highend */
1813         if (strstr(gl_renderer, "(R700")          /* Radeon R7xx HD48xx generic renderer string */
1814                 || strstr(gl_renderer, "(RV770")  /* Radeon RV770 */
1815                 || strstr(gl_renderer, "(RV790"))  /* Radeon RV790 */
1816         {
1817             *vidmem = 512; /* note: HD4890 cards use 1024MB */
1818             return CARD_ATI_RADEON_HD4800;
1819         }
1820
1821         /* Radeon R740 HD4700 - midend */
1822         if (strstr(gl_renderer, "(RV740"))          /* Radeon RV740 */
1823         {
1824             *vidmem = 512;
1825             return CARD_ATI_RADEON_HD4700;
1826         }
1827
1828         /* Radeon R730 HD4600 - midend */
1829         if (strstr(gl_renderer, "(RV730"))        /* Radeon RV730 */
1830         {
1831             *vidmem = 512;
1832             return CARD_ATI_RADEON_HD4600;
1833         }
1834
1835         /* Radeon R710 HD4500/HD4350 - lowend */
1836         if (strstr(gl_renderer, "(RV710"))          /* Radeon RV710 */
1837         {
1838             *vidmem = 256;
1839             return CARD_ATI_RADEON_HD4350;
1840         }
1841
1842         /* Radeon R6xx HD2900/HD3800 - highend */
1843         if (strstr(gl_renderer, "(R600")
1844                 || strstr(gl_renderer, "(RV670")
1845                 || strstr(gl_renderer, "(R680"))
1846         {
1847             *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1848             return CARD_ATI_RADEON_HD2900;
1849         }
1850
1851         /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1852         if (strstr(gl_renderer, "(RV630")
1853                 || strstr(gl_renderer, "(RV635"))
1854         {
1855             *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1856             return CARD_ATI_RADEON_HD2600;
1857         }
1858
1859         /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1860         if (strstr(gl_renderer, "(RV610")
1861                 || strstr(gl_renderer, "(RV620"))
1862         {
1863             *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1864             return CARD_ATI_RADEON_HD2300;
1865         }
1866
1867         /* Radeon R6xx/R7xx integrated */
1868         if (strstr(gl_renderer, "(RS780")
1869                 || strstr(gl_renderer, "(RS880"))
1870         {
1871             *vidmem = 128; /* 128MB */
1872             return CARD_ATI_RADEON_HD3200;
1873         }
1874     }
1875
1876     if (WINE_D3D8_CAPABLE(gl_info))
1877     {
1878         *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1879         return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1880     }
1881
1882     if (WINE_D3D7_CAPABLE(gl_info))
1883     {
1884         *vidmem = 32; /* There are models with up to 64MB */
1885         return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1886     }
1887
1888     *vidmem = 16; /* There are 16-32MB models */
1889     return CARD_ATI_RAGE_128PRO;
1890
1891 }
1892
1893 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1894         const char *gl_renderer, unsigned int *vidmem)
1895 {
1896     FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1897     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1898     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1899     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1900     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1901     return CARD_NVIDIA_RIVA_128;
1902 }
1903
1904 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1905         const char *gl_renderer, unsigned int *vidmem)
1906 {
1907     FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1908     return CARD_INTEL_I915G;
1909 }
1910
1911
1912 struct vendor_card_selection
1913 {
1914     enum wined3d_gl_vendor gl_vendor;
1915     enum wined3d_pci_vendor card_vendor;
1916     const char *description;        /* Description of the card selector i.e. Apple OS/X Intel */
1917     enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1918             unsigned int *vidmem );
1919 };
1920
1921 static const struct vendor_card_selection vendor_card_select_table[] =
1922 {
1923     {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA,  "Nvidia binary driver",     select_card_nvidia_binary},
1924     {GL_VENDOR_APPLE,  HW_VENDOR_NVIDIA,  "Apple OSX NVidia binary driver",   select_card_nvidia_binary},
1925     {GL_VENDOR_APPLE,  HW_VENDOR_ATI,     "Apple OSX AMD/ATI binary driver",  select_card_ati_binary},
1926     {GL_VENDOR_APPLE,  HW_VENDOR_INTEL,   "Apple OSX Intel binary driver",    select_card_intel_binary},
1927     {GL_VENDOR_FGLRX,  HW_VENDOR_ATI,     "AMD/ATI binary driver",    select_card_ati_binary},
1928     {GL_VENDOR_MESA,   HW_VENDOR_ATI,     "Mesa AMD/ATI driver",      select_card_ati_mesa},
1929     {GL_VENDOR_MESA,   HW_VENDOR_NVIDIA,  "Mesa Nouveau driver",      select_card_nvidia_mesa},
1930     {GL_VENDOR_MESA,   HW_VENDOR_INTEL,   "Mesa Intel driver",        select_card_intel_mesa}
1931 };
1932
1933
1934 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1935         enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1936 {
1937     /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1938      * different GPUs with roughly the same features. In most cases GPUs from a
1939      * certain family differ in clockspeeds, the amount of video memory and the
1940      * number of shader pipelines.
1941      *
1942      * A Direct3D device object contains the PCI id (vendor + device) of the
1943      * videocard which is used for rendering. Various applications use this
1944      * information to get a rough estimation of the features of the card and
1945      * some might use it for enabling 3d effects only on certain types of
1946      * videocards. In some cases games might even use it to work around bugs
1947      * which happen on certain videocards/driver combinations. The problem is
1948      * that OpenGL only exposes a rendering string containing the name of the
1949      * videocard and not the PCI id.
1950      *
1951      * Various games depend on the PCI id, so somehow we need to provide one.
1952      * A simple option is to parse the renderer string and translate this to
1953      * the right PCI id. This is a lot of work because there are more than 200
1954      * GPUs just for Nvidia. Various cards share the same renderer string, so
1955      * the amount of code might be 'small' but there are quite a number of
1956      * exceptions which would make this a pain to maintain. Another way would
1957      * be to query the PCI id from the operating system (assuming this is the
1958      * videocard which is used for rendering which is not always the case).
1959      * This would work but it is not very portable. Second it would not work
1960      * well in, let's say, a remote X situation in which the amount of 3d
1961      * features which can be used is limited.
1962      *
1963      * As said most games only use the PCI id to get an indication of the
1964      * capabilities of the card. It doesn't really matter if the given id is
1965      * the correct one if we return the id of a card with similar 3d features.
1966      *
1967      * The code below checks the OpenGL capabilities of a videocard and matches
1968      * that to a certain level of Direct3D functionality. Once a card passes
1969      * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1970      * least a GeforceFX. To give a better estimate we do a basic check on the
1971      * renderer string but if that won't pass we return a default card. This
1972      * way is better than maintaining a full card database as even without a
1973      * full database we can return a card with similar features. Second the
1974      * size of the database can be made quite small because when you know what
1975      * type of 3d functionality a card has, you know to which GPU family the
1976      * GPU must belong. Because of this you only have to check a small part of
1977      * the renderer string to distinguishes between different models from that
1978      * family.
1979      *
1980      * The code also selects a default amount of video memory which we will
1981      * use for an estimation of the amount of free texture memory. In case of
1982      * real D3D the amount of texture memory includes video memory and system
1983      * memory (to be specific AGP memory or in case of PCIE TurboCache /
1984      * HyperMemory). We don't know how much system memory can be addressed by
1985      * the system but we can make a reasonable estimation about the amount of
1986      * video memory. If the value is slightly wrong it doesn't matter as we
1987      * didn't include AGP-like memory which makes the amount of addressable
1988      * memory higher and second OpenGL isn't that critical it moves to system
1989      * memory behind our backs if really needed. Note that the amount of video
1990      * memory can be overruled using a registry setting. */
1991
1992     int i;
1993
1994     for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1995     {
1996         if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1997             || (vendor_card_select_table[i].card_vendor != *card_vendor))
1998                 continue;
1999         TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2000         return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2001     }
2002
2003     FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2004                      *gl_vendor, *card_vendor);
2005
2006     /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2007      * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2008      * them a good generic choice. */
2009     *card_vendor = HW_VENDOR_NVIDIA;
2010     if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2011     if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2012     if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2013     if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2014     return CARD_NVIDIA_RIVA_128;
2015 }
2016
2017 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2018 {
2019     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2020     int vs_selected_mode, ps_selected_mode;
2021
2022     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2023     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2024             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2025     else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2026     else if (gl_info->supported[NV_REGISTER_COMBINERS]
2027             && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2028     else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2029     else return &ffp_fragment_pipeline;
2030 }
2031
2032 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2033 {
2034     int vs_selected_mode, ps_selected_mode;
2035
2036     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2037     if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2038     if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2039     return &none_shader_backend;
2040 }
2041
2042 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2043 {
2044     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2045     int vs_selected_mode, ps_selected_mode;
2046
2047     select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2048     if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2049             && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2050     else return &ffp_blit;
2051 }
2052
2053 /* Context activation is done by the caller. */
2054 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2055 {
2056     struct wined3d_driver_info *driver_info = &adapter->driver_info;
2057     struct wined3d_gl_info *gl_info = &adapter->gl_info;
2058     const char *GL_Extensions    = NULL;
2059     const char *WGL_Extensions   = NULL;
2060     const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2061     struct fragment_caps fragment_caps;
2062     enum wined3d_gl_vendor gl_vendor;
2063     enum wined3d_pci_vendor card_vendor;
2064     enum wined3d_pci_device device;
2065     GLint       gl_max;
2066     GLfloat     gl_floatv[2];
2067     unsigned    i;
2068     HDC         hdc;
2069     unsigned int vidmem=0;
2070     DWORD gl_version;
2071     size_t len;
2072
2073     TRACE_(d3d_caps)("(%p)\n", gl_info);
2074
2075     ENTER_GL();
2076
2077     gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2078     TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2079     if (!gl_renderer_str)
2080     {
2081         LEAVE_GL();
2082         ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2083         return FALSE;
2084     }
2085
2086     gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2087     TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2088     if (!gl_vendor_str)
2089     {
2090         LEAVE_GL();
2091         ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2092         return FALSE;
2093     }
2094
2095     /* Parse the GL_VERSION field into major and minor information */
2096     gl_version_str = (const char *)glGetString(GL_VERSION);
2097     TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2098     if (!gl_version_str)
2099     {
2100         LEAVE_GL();
2101         ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2102         return FALSE;
2103     }
2104     gl_version = wined3d_parse_gl_version(gl_version_str);
2105
2106     /*
2107      * Initialize openGL extension related variables
2108      *  with Default values
2109      */
2110     memset(gl_info->supported, 0, sizeof(gl_info->supported));
2111     gl_info->limits.blends = 1;
2112     gl_info->limits.buffers = 1;
2113     gl_info->limits.textures = 1;
2114     gl_info->limits.fragment_samplers = 1;
2115     gl_info->limits.vertex_samplers = 0;
2116     gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2117     gl_info->limits.sampler_stages = 1;
2118     gl_info->limits.glsl_vs_float_constants = 0;
2119     gl_info->limits.glsl_ps_float_constants = 0;
2120     gl_info->limits.arb_vs_float_constants = 0;
2121     gl_info->limits.arb_vs_native_constants = 0;
2122     gl_info->limits.arb_vs_instructions = 0;
2123     gl_info->limits.arb_vs_temps = 0;
2124     gl_info->limits.arb_ps_float_constants = 0;
2125     gl_info->limits.arb_ps_local_constants = 0;
2126     gl_info->limits.arb_ps_instructions = 0;
2127     gl_info->limits.arb_ps_temps = 0;
2128
2129     /* Retrieve opengl defaults */
2130     glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2131     gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2132     TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2133
2134     glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2135     gl_info->limits.lights = gl_max;
2136     TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2137
2138     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2139     gl_info->limits.texture_size = gl_max;
2140     TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2141
2142     glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2143     gl_info->limits.pointsize_min = gl_floatv[0];
2144     gl_info->limits.pointsize_max = gl_floatv[1];
2145     TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2146
2147     /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2148     GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2149     if (!GL_Extensions)
2150     {
2151         LEAVE_GL();
2152         ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2153         return FALSE;
2154     }
2155
2156     LEAVE_GL();
2157
2158     TRACE_(d3d_caps)("GL_Extensions reported:\n");
2159
2160     gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2161
2162     while (*GL_Extensions)
2163     {
2164         const char *start;
2165         char current_ext[256];
2166
2167         while (isspace(*GL_Extensions)) ++GL_Extensions;
2168         start = GL_Extensions;
2169         while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2170
2171         len = GL_Extensions - start;
2172         if (!len || len >= sizeof(current_ext)) continue;
2173
2174         memcpy(current_ext, start, len);
2175         current_ext[len] = '\0';
2176         TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2177
2178         for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2179         {
2180             if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2181             {
2182                 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2183                 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2184                 break;
2185             }
2186         }
2187     }
2188
2189     /* Now work out what GL support this card really has */
2190 #define USE_GL_FUNC(type, pfn, ext, replace) \
2191 { \
2192     DWORD ver = ver_for_ext(ext); \
2193     if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2194     else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2195     else gl_info->pfn = NULL; \
2196 }
2197     GL_EXT_FUNCS_GEN;
2198 #undef USE_GL_FUNC
2199
2200 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2201     WGL_EXT_FUNCS_GEN;
2202 #undef USE_GL_FUNC
2203
2204     ENTER_GL();
2205
2206     /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2207      * loading the functions, otherwise the code above will load the extension entry points instead of the
2208      * core functions, which may not work. */
2209     for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2210     {
2211         if (!gl_info->supported[EXTENSION_MAP[i].extension]
2212                 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2213         {
2214             TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2215             gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2216         }
2217     }
2218
2219     if (gl_info->supported[APPLE_FENCE])
2220     {
2221         /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2222          * The apple extension interacts with some other apple exts. Disable the NV
2223          * extension if the apple one is support to prevent confusion in other parts
2224          * of the code. */
2225         gl_info->supported[NV_FENCE] = FALSE;
2226     }
2227     if (gl_info->supported[APPLE_FLOAT_PIXELS])
2228     {
2229         /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2230          *
2231          * The enums are the same:
2232          * GL_RGBA16F_ARB     = GL_RGBA_FLOAT16_APPLE = 0x881A
2233          * GL_RGB16F_ARB      = GL_RGB_FLOAT16_APPLE  = 0x881B
2234          * GL_RGBA32F_ARB     = GL_RGBA_FLOAT32_APPLE = 0x8814
2235          * GL_RGB32F_ARB      = GL_RGB_FLOAT32_APPLE  = 0x8815
2236          * GL_HALF_FLOAT_ARB  = GL_HALF_APPLE         = 0x140B
2237          */
2238         if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2239         {
2240             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2241             gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2242         }
2243         if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2244         {
2245             TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2246             gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2247         }
2248     }
2249     if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2250     {
2251         /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2252          * functionality. Prefer the ARB extension */
2253         gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2254     }
2255     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2256     {
2257         TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2258         gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2259     }
2260     if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2261     {
2262         TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2263         gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2264     }
2265     if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2266     {
2267         TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2268         gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2269     }
2270     if (gl_info->supported[NV_TEXTURE_SHADER2])
2271     {
2272         if (gl_info->supported[NV_REGISTER_COMBINERS])
2273         {
2274             /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2275              * are supported. The nv extensions provide the same functionality as the
2276              * ATI one, and a bit more(signed pixelformats). */
2277             gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2278         }
2279     }
2280
2281     if (gl_info->supported[NV_REGISTER_COMBINERS])
2282     {
2283         glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2284         gl_info->limits.general_combiners = gl_max;
2285         TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2286     }
2287     if (gl_info->supported[ARB_DRAW_BUFFERS])
2288     {
2289         glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2290         gl_info->limits.buffers = gl_max;
2291         TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2292     }
2293     if (gl_info->supported[ARB_MULTITEXTURE])
2294     {
2295         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2296         gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2297         TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2298
2299         if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2300         {
2301             GLint tmp;
2302             glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2303             gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2304         }
2305         else
2306         {
2307             gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2308         }
2309         TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2310
2311         if (gl_info->supported[ARB_VERTEX_SHADER])
2312         {
2313             GLint tmp;
2314             glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2315             gl_info->limits.vertex_samplers = tmp;
2316             glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2317             gl_info->limits.combined_samplers = tmp;
2318
2319             /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2320              * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2321              * an issue because then the sampler setup only depends on the two shaders. If a pixel
2322              * shader is used with fixed function vertex processing we're fine too because fixed function
2323              * vertex processing doesn't use any samplers. If fixed function fragment processing is
2324              * used we have to make sure that all vertex sampler setups are valid together with all
2325              * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2326              * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2327              * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2328              * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2329              * a fixed function pipeline anymore.
2330              *
2331              * So this is just a check to check that our assumption holds true. If not, write a warning
2332              * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2333             if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2334                     && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2335             {
2336                 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2337                         gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2338                 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2339                 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2340                     gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2341                 else
2342                     gl_info->limits.vertex_samplers = 0;
2343             }
2344         }
2345         else
2346         {
2347             gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2348         }
2349         TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2350         TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2351     }
2352     if (gl_info->supported[ARB_VERTEX_BLEND])
2353     {
2354         glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2355         gl_info->limits.blends = gl_max;
2356         TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2357     }
2358     if (gl_info->supported[EXT_TEXTURE3D])
2359     {
2360         glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2361         gl_info->limits.texture3d_size = gl_max;
2362         TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2363     }
2364     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2365     {
2366         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2367         gl_info->limits.anisotropy = gl_max;
2368         TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2369     }
2370     if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2371     {
2372         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2373         gl_info->limits.arb_ps_float_constants = gl_max;
2374         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2375         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2376         gl_info->limits.arb_ps_native_constants = gl_max;
2377         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2378                 gl_info->limits.arb_ps_native_constants);
2379         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2380         gl_info->limits.arb_ps_temps = gl_max;
2381         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2382         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2383         gl_info->limits.arb_ps_instructions = gl_max;
2384         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2385         GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2386         gl_info->limits.arb_ps_local_constants = gl_max;
2387         TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2388     }
2389     if (gl_info->supported[ARB_VERTEX_PROGRAM])
2390     {
2391         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2392         gl_info->limits.arb_vs_float_constants = gl_max;
2393         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2394         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2395         gl_info->limits.arb_vs_native_constants = gl_max;
2396         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2397                 gl_info->limits.arb_vs_native_constants);
2398         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2399         gl_info->limits.arb_vs_temps = gl_max;
2400         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2401         GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2402         gl_info->limits.arb_vs_instructions = gl_max;
2403         TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2404
2405         if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2406     }
2407     if (gl_info->supported[ARB_VERTEX_SHADER])
2408     {
2409         glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2410         gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2411         TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2412     }
2413     if (gl_info->supported[ARB_FRAGMENT_SHADER])
2414     {
2415         glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2416         gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2417         TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2418         glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2419         gl_info->limits.glsl_varyings = gl_max;
2420         TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2421     }
2422     if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2423     {
2424         const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2425         unsigned int major, minor;
2426
2427         TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2428
2429         /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2430         sscanf(str, "%u.%u", &major, &minor);
2431         gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2432     }
2433     if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2434     {
2435         glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2436     }
2437     else
2438     {
2439         gl_info->limits.shininess = 128.0f;
2440     }
2441     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2442     {
2443         /* If we have full NP2 texture support, disable
2444          * GL_ARB_texture_rectangle because we will never use it.
2445          * This saves a few redundant glDisable calls. */
2446         gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2447     }
2448     if (gl_info->supported[ATI_FRAGMENT_SHADER])
2449     {
2450         /* Disable NV_register_combiners and fragment shader if this is supported.
2451          * generally the NV extensions are preferred over the ATI ones, and this
2452          * extension is disabled if register_combiners and texture_shader2 are both
2453          * supported. So we reach this place only if we have incomplete NV dxlevel 8
2454          * fragment processing support. */
2455         gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2456         gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2457         gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2458         gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2459     }
2460     if (gl_info->supported[NV_HALF_FLOAT])
2461     {
2462         /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2463         gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2464     }
2465     if (gl_info->supported[ARB_POINT_SPRITE])
2466     {
2467         gl_info->limits.point_sprite_units = gl_info->limits.textures;
2468     }
2469     else
2470     {
2471         gl_info->limits.point_sprite_units = 0;
2472     }
2473     checkGLcall("extension detection");
2474
2475     LEAVE_GL();
2476
2477     adapter->fragment_pipe = select_fragment_implementation(adapter);
2478     adapter->shader_backend = select_shader_backend(adapter);
2479     adapter->blitter = select_blit_implementation(adapter);
2480
2481     adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2482     gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2483     TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2484
2485     /* In some cases the number of texture stages can be larger than the number
2486      * of samplers. The GF4 for example can use only 2 samplers (no fragment
2487      * shaders), but 8 texture stages (register combiners). */
2488     gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2489
2490     if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2491     {
2492         gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2493         gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2494         gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2495         gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2496         gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2497         gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2498         gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2499         gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2500         gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2501         gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2502         gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2503         gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2504         gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2505         gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2506         gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2507         gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2508         gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2509         gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2510         gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2511     }
2512     else
2513     {
2514         if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2515         {
2516             gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2517             gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2518             gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2519             gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2520             gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2521             gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2522             gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2523             gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2524             gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2525             gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2526             gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2527             gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2528             gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2529             gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2530             gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2531             gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2532             gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2533         }
2534         else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2535         {
2536             WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2537             wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2538         }
2539         if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2540         {
2541             gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2542         }
2543         if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2544         {
2545             gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2546         }
2547     }
2548
2549     /* MRTs are currently only supported when FBOs are used. */
2550     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2551     {
2552         gl_info->limits.buffers = 1;
2553     }
2554
2555     gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2556     card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2557     TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2558
2559     device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2560     TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2561
2562     /* If we have an estimate use it, else default to 64MB;  */
2563     if(vidmem)
2564         gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2565     else
2566         gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2567
2568     gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2569     gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2570             gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2571     gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2572     gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2573             gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2574     gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2575             gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2576
2577     /* Make sure there's an active HDC else the WGL extensions will fail */
2578     hdc = pwglGetCurrentDC();
2579     if (hdc) {
2580         /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2581         if(GL_EXTCALL(wglGetExtensionsStringARB))
2582             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2583
2584         if (NULL == WGL_Extensions) {
2585             ERR("   WGL_Extensions returns NULL\n");
2586         } else {
2587             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2588             while (*WGL_Extensions != 0x00) {
2589                 const char *Start;
2590                 char ThisExtn[256];
2591
2592                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2593                 Start = WGL_Extensions;
2594                 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2595                     WGL_Extensions++;
2596                 }
2597
2598                 len = WGL_Extensions - Start;
2599                 if (len == 0 || len >= sizeof(ThisExtn))
2600                     continue;
2601
2602                 memcpy(ThisExtn, Start, len);
2603                 ThisExtn[len] = '\0';
2604                 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2605
2606                 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2607                     gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2608                     TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2609                 }
2610                 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2611                     gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2612                     TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2613                 }
2614             }
2615         }
2616     }
2617
2618     fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2619     init_driver_info(driver_info, card_vendor, device);
2620     add_gl_compat_wrappers(gl_info);
2621
2622     return TRUE;
2623 }
2624
2625 /**********************************************************
2626  * IWineD3D implementation follows
2627  **********************************************************/
2628
2629 static UINT     WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2630     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2631
2632     TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2633
2634     return This->adapter_count;
2635 }
2636
2637 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2638 {
2639     FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2640
2641     return WINED3D_OK;
2642 }
2643
2644 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2645     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2646
2647     TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2648
2649     if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2650         return NULL;
2651     }
2652
2653     return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2654 }
2655
2656 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2657      of the same bpp but different resolutions                                  */
2658
2659 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2660 static UINT     WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2661     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2662     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2663
2664     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2665         return 0;
2666     }
2667
2668     /* TODO: Store modes per adapter and read it from the adapter structure */
2669     if (Adapter == 0) { /* Display */
2670         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2671         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2672         unsigned int i = 0;
2673         unsigned int j = 0;
2674         DEVMODEW mode;
2675
2676         memset(&mode, 0, sizeof(mode));
2677         mode.dmSize = sizeof(mode);
2678
2679         while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2680         {
2681             ++j;
2682
2683             if (Format == WINED3DFMT_UNKNOWN)
2684             {
2685                 /* This is for D3D8, do not enumerate P8 here */
2686                 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2687             }
2688             else if (mode.dmBitsPerPel == format_bits)
2689             {
2690                 ++i;
2691             }
2692         }
2693
2694         TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2695         return i;
2696     } else {
2697         FIXME_(d3d_caps)("Adapter not primary display\n");
2698     }
2699     return 0;
2700 }
2701
2702 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2703 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2704     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2705     TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2706
2707     /* Validate the parameters as much as possible */
2708     if (NULL == pMode ||
2709         Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2710         Mode    >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2711         return WINED3DERR_INVALIDCALL;
2712     }
2713
2714     /* TODO: Store modes per adapter and read it from the adapter structure */
2715     if (Adapter == 0)
2716     {
2717         const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2718         UINT format_bits = format_desc->byte_count * CHAR_BIT;
2719         DEVMODEW DevModeW;
2720         int ModeIdx = 0;
2721         UINT i = 0;
2722         int j = 0;
2723
2724         ZeroMemory(&DevModeW, sizeof(DevModeW));
2725         DevModeW.dmSize = sizeof(DevModeW);
2726
2727         /* If we are filtering to a specific format (D3D9), then need to skip
2728            all unrelated modes, but if mode is irrelevant (D3D8), then we can
2729            just count through the ones with valid bit depths */
2730         while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2731         {
2732             if (Format == WINED3DFMT_UNKNOWN)
2733             {
2734                 /* This is for D3D8, do not enumerate P8 here */
2735                 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2736             }
2737             else if (DevModeW.dmBitsPerPel == format_bits)
2738             {
2739                 ++i;
2740             }
2741         }
2742
2743         if (i == 0) {
2744             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2745             return WINED3DERR_INVALIDCALL;
2746         }
2747         ModeIdx = j - 1;
2748
2749         /* Now get the display mode via the calculated index */
2750         if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2751             pMode->Width        = DevModeW.dmPelsWidth;
2752             pMode->Height       = DevModeW.dmPelsHeight;
2753             pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2754             if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2755                 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2756
2757             if (Format == WINED3DFMT_UNKNOWN) {
2758                 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2759             } else {
2760                 pMode->Format = Format;
2761             }
2762         } else {
2763             TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2764             return WINED3DERR_INVALIDCALL;
2765         }
2766
2767         TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2768                 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2769                 DevModeW.dmBitsPerPel);
2770
2771     }
2772     else
2773     {
2774         FIXME_(d3d_caps)("Adapter not primary display\n");
2775     }
2776
2777     return WINED3D_OK;
2778 }
2779
2780 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2781 {
2782     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2783
2784     if (NULL == pMode ||
2785         Adapter >= IWineD3D_GetAdapterCount(iface)) {
2786         return WINED3DERR_INVALIDCALL;
2787     }
2788
2789     if (Adapter == 0) { /* Display */
2790         int bpp = 0;
2791         DEVMODEW DevModeW;
2792
2793         ZeroMemory(&DevModeW, sizeof(DevModeW));
2794         DevModeW.dmSize = sizeof(DevModeW);
2795
2796         EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2797         pMode->Width        = DevModeW.dmPelsWidth;
2798         pMode->Height       = DevModeW.dmPelsHeight;
2799         bpp                 = DevModeW.dmBitsPerPel;
2800         pMode->RefreshRate  = DEFAULT_REFRESH_RATE;
2801         if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2802         {
2803             pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2804         }
2805
2806         pMode->Format = pixelformat_for_depth(bpp);
2807     } else {
2808         FIXME_(d3d_caps)("Adapter not primary display\n");
2809     }
2810
2811     TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2812           pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2813     return WINED3D_OK;
2814 }
2815
2816 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2817    and fields being inserted in the middle, a new structure is used in place    */
2818 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2819                                                    WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2820     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2821     struct wined3d_adapter *adapter;
2822     size_t len;
2823
2824     TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2825
2826     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2827         return WINED3DERR_INVALIDCALL;
2828     }
2829
2830     adapter = &This->adapters[Adapter];
2831
2832     /* Return the information requested */
2833     TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2834
2835     if (pIdentifier->driver_size)
2836     {
2837         const char *name = adapter->driver_info.name;
2838         len = min(strlen(name), pIdentifier->driver_size - 1);
2839         memcpy(pIdentifier->driver, name, len);
2840         pIdentifier->driver[len] = '\0';
2841     }
2842
2843     if (pIdentifier->description_size)
2844     {
2845         const char *description = adapter->driver_info.description;
2846         len = min(strlen(description), pIdentifier->description_size - 1);
2847         memcpy(pIdentifier->description, description, len);
2848         pIdentifier->description[len] = '\0';
2849     }
2850
2851     /* Note that d3d8 doesn't supply a device name. */
2852     if (pIdentifier->device_name_size)
2853     {
2854         static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2855
2856         len = strlen(device_name);
2857         if (len >= pIdentifier->device_name_size)
2858         {
2859             ERR("Device name size too small.\n");
2860             return WINED3DERR_INVALIDCALL;
2861         }
2862
2863         memcpy(pIdentifier->device_name, device_name, len);
2864         pIdentifier->device_name[len] = '\0';
2865     }
2866
2867     pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2868     pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2869     pIdentifier->vendor_id = adapter->driver_info.vendor;
2870     pIdentifier->device_id = adapter->driver_info.device;
2871     pIdentifier->subsystem_id = 0;
2872     pIdentifier->revision = 0;
2873     memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2874     pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2875     memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2876     pIdentifier->video_memory = adapter->TextureRam;
2877
2878     return WINED3D_OK;
2879 }
2880
2881 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2882         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2883 {
2884     short redSize, greenSize, blueSize, alphaSize, colorBits;
2885
2886     if(!cfg)
2887         return FALSE;
2888
2889     /* Float formats need FBOs. If FBOs are used this function isn't called */
2890     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2891
2892     if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2893         if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2894         {
2895             ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2896             return FALSE;
2897         }
2898
2899         if(cfg->redSize < redSize)
2900             return FALSE;
2901
2902         if(cfg->greenSize < greenSize)
2903             return FALSE;
2904
2905         if(cfg->blueSize < blueSize)
2906             return FALSE;
2907
2908         if(cfg->alphaSize < alphaSize)
2909             return FALSE;
2910
2911         return TRUE;
2912     }
2913
2914     /* Probably a RGBA_float or color index mode */
2915     return FALSE;
2916 }
2917
2918 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2919         const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2920 {
2921     short depthSize, stencilSize;
2922     BOOL lockable = FALSE;
2923
2924     if(!cfg)
2925         return FALSE;
2926
2927     if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2928     {
2929         ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2930         return FALSE;
2931     }
2932
2933     /* Float formats need FBOs. If FBOs are used this function isn't called */
2934     if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2935
2936     if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2937         lockable = TRUE;
2938
2939     /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2940      * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2941      * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2942     if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2943         return FALSE;
2944
2945     /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2946      * allow more stencil bits than requested. */
2947     if(cfg->stencilSize < stencilSize)
2948         return FALSE;
2949
2950     return TRUE;
2951 }
2952
2953 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2954                                                    WINED3DFORMAT AdapterFormat,
2955                                                    WINED3DFORMAT RenderTargetFormat,
2956                                                    WINED3DFORMAT DepthStencilFormat) {
2957     IWineD3DImpl *This = (IWineD3DImpl *)iface;
2958     int nCfgs;
2959     const WineD3D_PixelFormat *cfgs;
2960     const struct wined3d_adapter *adapter;
2961     const struct wined3d_format_desc *rt_format_desc;
2962     const struct wined3d_format_desc *ds_format_desc;
2963     int it;
2964
2965     WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2966            This, Adapter,
2967            DeviceType, debug_d3ddevicetype(DeviceType),
2968            AdapterFormat, debug_d3dformat(AdapterFormat),
2969            RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2970            DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2971
2972     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2973         TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2974         return WINED3DERR_INVALIDCALL;
2975     }
2976
2977     adapter = &This->adapters[Adapter];
2978     rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2979     ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2980     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2981     {
2982         if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2983             (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2984             TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2985             return WINED3D_OK;
2986         }
2987     }
2988     else
2989     {
2990         cfgs = adapter->cfgs;
2991         nCfgs = adapter->nCfgs;
2992         for (it = 0; it < nCfgs; ++it) {
2993             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2994             {
2995                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2996                 {
2997                     TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2998                     return WINED3D_OK;
2999                 }
3000             }
3001         }
3002     }
3003     WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3004
3005     return WINED3DERR_NOTAVAILABLE;
3006 }
3007
3008 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3009         WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3010 {
3011     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3012     const struct wined3d_format_desc *glDesc;
3013     const struct wined3d_adapter *adapter;
3014
3015     TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3016           This,
3017           Adapter,
3018           DeviceType, debug_d3ddevicetype(DeviceType),
3019           SurfaceFormat, debug_d3dformat(SurfaceFormat),
3020           Windowed,
3021           MultiSampleType,
3022           pQualityLevels);
3023
3024     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3025         return WINED3DERR_INVALIDCALL;
3026     }
3027
3028     /* TODO: handle Windowed, add more quality levels */
3029
3030     if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3031         if(pQualityLevels) *pQualityLevels = 1;
3032         return WINED3D_OK;
3033     }
3034
3035     /* By default multisampling is disabled right now as it causes issues
3036      * on some Nvidia driver versions and it doesn't work well in combination
3037      * with FBOs yet. */
3038     if(!wined3d_settings.allow_multisampling)
3039         return WINED3DERR_NOTAVAILABLE;
3040
3041     adapter = &This->adapters[Adapter];
3042     glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3043     if (!glDesc) return WINED3DERR_INVALIDCALL;
3044
3045     if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3046         int i, nCfgs;
3047         const WineD3D_PixelFormat *cfgs;
3048
3049         cfgs = adapter->cfgs;
3050         nCfgs = adapter->nCfgs;
3051         for(i=0; i<nCfgs; i++) {
3052             if(cfgs[i].numSamples != MultiSampleType)
3053                 continue;
3054
3055             if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3056                 continue;
3057
3058             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3059
3060             if(pQualityLevels)
3061                 *pQualityLevels = 1; /* Guess at a value! */
3062             return WINED3D_OK;
3063         }
3064     }
3065     else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3066         short redSize, greenSize, blueSize, alphaSize, colorBits;
3067         int i, nCfgs;
3068         const WineD3D_PixelFormat *cfgs;
3069
3070         if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3071         {
3072             ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3073             return WINED3DERR_NOTAVAILABLE;
3074         }
3075
3076         cfgs = adapter->cfgs;
3077         nCfgs = adapter->nCfgs;
3078         for(i=0; i<nCfgs; i++) {
3079             if(cfgs[i].numSamples != MultiSampleType)
3080                 continue;
3081             if(cfgs[i].redSize != redSize)
3082                 continue;
3083             if(cfgs[i].greenSize != greenSize)
3084                 continue;
3085             if(cfgs[i].blueSize != blueSize)
3086                 continue;
3087             /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3088             if(alphaSize && cfgs[i].alphaSize != alphaSize)
3089                 continue;
3090             if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3091                 continue;
3092
3093             TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3094
3095             if(pQualityLevels)
3096                 *pQualityLevels = 1; /* Guess at a value! */
3097             return WINED3D_OK;
3098         }
3099     }
3100     return WINED3DERR_NOTAVAILABLE;
3101 }
3102
3103 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3104         WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3105 {
3106     HRESULT hr = WINED3DERR_NOTAVAILABLE;
3107     UINT nmodes;
3108
3109     TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3110             iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3111             debug_d3dformat(BackBufferFormat), Windowed);
3112
3113     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3114         WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3115         return WINED3DERR_INVALIDCALL;
3116     }
3117
3118     /* The task of this function is to check whether a certain display / backbuffer format
3119      * combination is available on the given adapter. In fullscreen mode microsoft specified
3120      * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3121      * and display format should match exactly.
3122      * In windowed mode format conversion can occur and this depends on the driver. When format
3123      * conversion is done, this function should nevertheless fail and applications need to use
3124      * CheckDeviceFormatConversion.
3125      * At the moment we assume that fullscreen and windowed have the same capabilities */
3126
3127     /* There are only 4 display formats */
3128     if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3129             || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3130             || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3131             || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3132     {
3133         TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3134         return WINED3DERR_NOTAVAILABLE;
3135     }
3136
3137     /* If the requested DisplayFormat is not available, don't continue */
3138     nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3139     if(!nmodes) {
3140         TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3141         return WINED3DERR_NOTAVAILABLE;
3142     }
3143
3144     /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3145     if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3146         TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3147         return WINED3DERR_NOTAVAILABLE;
3148     }
3149
3150     /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3151     if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3152     {
3153         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3154         return WINED3DERR_NOTAVAILABLE;
3155     }
3156
3157     /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3158     if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3159             && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3160     {
3161         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3162         return WINED3DERR_NOTAVAILABLE;
3163     }
3164
3165     /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3166     if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3167             && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3168     {
3169         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3170         return WINED3DERR_NOTAVAILABLE;
3171     }
3172
3173     /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3174     if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3175             && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3176     {
3177         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3178         return WINED3DERR_NOTAVAILABLE;
3179     }
3180
3181     /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3182     hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3183     if(FAILED(hr))
3184         TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3185
3186     return hr;
3187 }
3188
3189
3190 /* Check if we support bumpmapping for a format */
3191 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3192         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3193 {
3194     switch(format_desc->format)
3195     {
3196         case WINED3DFMT_R8G8_SNORM:
3197         case WINED3DFMT_R16G16_SNORM:
3198         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3199         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3200         case WINED3DFMT_R8G8B8A8_SNORM:
3201             /* Ask the fixed function pipeline implementation if it can deal
3202              * with the conversion. If we've got a GL extension giving native
3203              * support this will be an identity conversion. */
3204             if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3205             {
3206                 TRACE_(d3d_caps)("[OK]\n");
3207                 return TRUE;
3208             }
3209             TRACE_(d3d_caps)("[FAILED]\n");
3210             return FALSE;
3211
3212         default:
3213             TRACE_(d3d_caps)("[FAILED]\n");
3214             return FALSE;
3215     }
3216 }
3217
3218 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3219 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3220         const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3221 {
3222     int it=0;
3223
3224     /* Only allow depth/stencil formats */
3225     if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3226
3227     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3228     {
3229         /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3230         if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3231     }
3232     else
3233     {
3234         /* Walk through all WGL pixel formats to find a match */
3235         for (it = 0; it < adapter->nCfgs; ++it)
3236         {
3237             WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3238             if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3239             {
3240                 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3241                 {
3242                     return TRUE;
3243                 }
3244             }
3245         }
3246     }
3247
3248     return FALSE;
3249 }
3250
3251 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3252 {
3253     /* The flags entry of a format contains the filtering capability */
3254     if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3255
3256     return FALSE;
3257 }
3258
3259 /* Check the render target capabilities of a format */
3260 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3261         const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3262 {
3263     /* Filter out non-RT formats */
3264     if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3265     if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3266         WineD3D_PixelFormat *cfgs = adapter->cfgs;
3267         int it;
3268         short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3269         short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3270
3271         getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3272         getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3273
3274         /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3275          * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3276         if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3277             TRACE_(d3d_caps)("[FAILED]\n");
3278             return FALSE;
3279         }
3280
3281         /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3282          * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3283         for (it = 0; it < adapter->nCfgs; ++it)
3284         {
3285             if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3286                     &cfgs[it], check_format_desc))
3287             {
3288                 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3289                         cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3290                 return TRUE;
3291             }
3292         }
3293     }
3294     else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3295     {
3296         /* For now return TRUE for FBOs until we have some proper checks.
3297          * Note that this function will only be called when the format is around for texturing. */
3298         return TRUE;
3299     }
3300     return FALSE;
3301 }
3302
3303 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3304 {
3305     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3306
3307     /* Check for supported sRGB formats (Texture loading and framebuffer) */
3308     if (!gl_info->supported[EXT_TEXTURE_SRGB])
3309     {
3310         TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3311         return FALSE;
3312     }
3313
3314     switch (format_desc->format)
3315     {
3316         case WINED3DFMT_B8G8R8A8_UNORM:
3317         case WINED3DFMT_B8G8R8X8_UNORM:
3318         case WINED3DFMT_B4G4R4A4_UNORM:
3319         case WINED3DFMT_L8_UNORM:
3320         case WINED3DFMT_L8A8_UNORM:
3321         case WINED3DFMT_DXT1:
3322         case WINED3DFMT_DXT2:
3323         case WINED3DFMT_DXT3:
3324         case WINED3DFMT_DXT4:
3325         case WINED3DFMT_DXT5:
3326             TRACE_(d3d_caps)("[OK]\n");
3327             return TRUE;
3328
3329         default:
3330             TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3331             return FALSE;
3332     }
3333     return FALSE;
3334 }
3335
3336 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3337         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3338 {
3339     /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3340      * doing the color fixup in shaders.
3341      * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3342     if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3343     {
3344         int vs_selected_mode;
3345         int ps_selected_mode;
3346         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3347
3348         if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3349             TRACE_(d3d_caps)("[OK]\n");
3350             return TRUE;
3351         }
3352     }
3353
3354     TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3355     return FALSE;
3356 }
3357
3358 /* Check if a format support blending in combination with pixel shaders */
3359 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3360         const struct wined3d_format_desc *format_desc)
3361 {
3362     /* The flags entry of a format contains the post pixel shader blending capability */
3363     if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3364
3365     return FALSE;
3366 }
3367
3368 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3369 {
3370     /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3371      * but we have to report mipmapping so we cannot reject this flag. Tests show that
3372      * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3373      * that wrapping is supported. The lack of filtering will sort out the mipmapping
3374      * capability anyway.
3375      *
3376      * For now lets report this on all formats, but in the future we may want to
3377      * restrict it to some should games need that
3378      */
3379     return TRUE;
3380 }
3381
3382 /* Check if a texture format is supported on the given adapter */
3383 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3384         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3385 {
3386     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3387
3388     switch (format_desc->format)
3389     {
3390         /*****
3391          *  supported: RGB(A) formats
3392          */
3393         case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3394         case WINED3DFMT_B8G8R8A8_UNORM:
3395         case WINED3DFMT_B8G8R8X8_UNORM:
3396         case WINED3DFMT_B5G6R5_UNORM:
3397         case WINED3DFMT_B5G5R5X1_UNORM:
3398         case WINED3DFMT_B5G5R5A1_UNORM:
3399         case WINED3DFMT_B4G4R4A4_UNORM:
3400         case WINED3DFMT_A8_UNORM:
3401         case WINED3DFMT_B4G4R4X4_UNORM:
3402         case WINED3DFMT_R8G8B8A8_UNORM:
3403         case WINED3DFMT_R8G8B8X8_UNORM:
3404         case WINED3DFMT_B10G10R10A2_UNORM:
3405         case WINED3DFMT_R10G10B10A2_UNORM:
3406         case WINED3DFMT_R16G16_UNORM:
3407             TRACE_(d3d_caps)("[OK]\n");
3408             return TRUE;
3409
3410         case WINED3DFMT_B2G3R3_UNORM:
3411             TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3412             return FALSE;
3413
3414         /*****
3415          *  Not supported: Palettized
3416          *  Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3417          *  Since it is not widely available, don't offer it. Further no Windows driver offers
3418          *  WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3419          */
3420         case WINED3DFMT_P8_UINT:
3421         case WINED3DFMT_P8_UINT_A8_UNORM:
3422             return FALSE;
3423
3424         /*****
3425          *  Supported: (Alpha)-Luminance
3426          */
3427         case WINED3DFMT_L8_UNORM:
3428         case WINED3DFMT_L8A8_UNORM:
3429         case WINED3DFMT_L16_UNORM:
3430             TRACE_(d3d_caps)("[OK]\n");
3431             return TRUE;
3432
3433         /* Not supported on Windows, thus disabled */
3434         case WINED3DFMT_L4A4_UNORM:
3435             TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3436             return FALSE;
3437
3438         /*****
3439          *  Supported: Depth/Stencil formats
3440          */
3441         case WINED3DFMT_D16_LOCKABLE:
3442         case WINED3DFMT_D16_UNORM:
3443         case WINED3DFMT_S1_UINT_D15_UNORM:
3444         case WINED3DFMT_X8D24_UNORM:
3445         case WINED3DFMT_S4X4_UINT_D24_UNORM:
3446         case WINED3DFMT_D24_UNORM_S8_UINT:
3447         case WINED3DFMT_S8_UINT_D24_FLOAT:
3448         case WINED3DFMT_D32_UNORM:
3449         case WINED3DFMT_D32_FLOAT:
3450             return TRUE;
3451
3452         /*****
3453          *  Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3454          *  GL_NV_texture_shader). Emulated by shaders
3455          */
3456         case WINED3DFMT_R8G8_SNORM:
3457         case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3458         case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3459         case WINED3DFMT_R8G8B8A8_SNORM:
3460         case WINED3DFMT_R16G16_SNORM:
3461             /* Ask the shader backend if it can deal with the conversion. If
3462              * we've got a GL extension giving native support this will be an
3463              * identity conversion. */
3464             if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3465             {
3466                 TRACE_(d3d_caps)("[OK]\n");
3467                 return TRUE;
3468             }
3469             TRACE_(d3d_caps)("[FAILED]\n");
3470             return FALSE;
3471
3472         case WINED3DFMT_DXT1:
3473         case WINED3DFMT_DXT2:
3474         case WINED3DFMT_DXT3:
3475         case WINED3DFMT_DXT4:
3476         case WINED3DFMT_DXT5:
3477             if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3478             {
3479                 TRACE_(d3d_caps)("[OK]\n");
3480                 return TRUE;
3481             }
3482             TRACE_(d3d_caps)("[FAILED]\n");
3483             return FALSE;
3484
3485
3486         /*****
3487          *  Odd formats - not supported
3488          */
3489         case WINED3DFMT_VERTEXDATA:
3490         case WINED3DFMT_R16_UINT:
3491         case WINED3DFMT_R32_UINT:
3492         case WINED3DFMT_R16G16B16A16_SNORM:
3493         case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3494         case WINED3DFMT_R10G11B11_SNORM:
3495             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3496             return FALSE;
3497
3498         /*****
3499          *  WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3500          */
3501         case WINED3DFMT_R8G8_SNORM_Cx:
3502             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3503             return FALSE;
3504
3505         /* YUV formats */
3506         case WINED3DFMT_UYVY:
3507         case WINED3DFMT_YUY2:
3508             if (gl_info->supported[APPLE_YCBCR_422])
3509             {
3510                 TRACE_(d3d_caps)("[OK]\n");
3511                 return TRUE;
3512             }
3513             TRACE_(d3d_caps)("[FAILED]\n");
3514             return FALSE;
3515         case WINED3DFMT_YV12:
3516             TRACE_(d3d_caps)("[FAILED]\n");
3517             return FALSE;
3518
3519             /* Not supported */
3520         case WINED3DFMT_R16G16B16A16_UNORM:
3521         case WINED3DFMT_B2G3R3A8_UNORM:
3522             TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3523             return FALSE;
3524
3525             /* Floating point formats */
3526         case WINED3DFMT_R16_FLOAT:
3527         case WINED3DFMT_R16G16_FLOAT:
3528         case WINED3DFMT_R16G16B16A16_FLOAT:
3529             if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3530             {
3531                 TRACE_(d3d_caps)("[OK]\n");
3532                 return TRUE;
3533             }
3534             TRACE_(d3d_caps)("[FAILED]\n");
3535             return FALSE;
3536
3537         case WINED3DFMT_R32_FLOAT:
3538         case WINED3DFMT_R32G32_FLOAT:
3539         case WINED3DFMT_R32G32B32A32_FLOAT:
3540             if (gl_info->supported[ARB_TEXTURE_FLOAT])
3541             {
3542                 TRACE_(d3d_caps)("[OK]\n");
3543                 return TRUE;
3544             }
3545             TRACE_(d3d_caps)("[FAILED]\n");
3546             return FALSE;
3547
3548         /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3549          * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3550          * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3551          * We can do instancing with all shader versions, but we need vertex shaders.
3552          *
3553          * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3554          * to enable instancing. WineD3D doesn't need that and just ignores it.
3555          *
3556          * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3557          */
3558         case WINED3DFMT_INST:
3559             TRACE("ATI Instancing check hack\n");
3560             if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3561             {
3562                 TRACE_(d3d_caps)("[OK]\n");
3563                 return TRUE;
3564             }
3565             TRACE_(d3d_caps)("[FAILED]\n");
3566             return FALSE;
3567
3568         /* Some weird FOURCC formats */
3569         case WINED3DFMT_R8G8_B8G8:
3570         case WINED3DFMT_G8R8_G8B8:
3571         case WINED3DFMT_MULTI2_ARGB8:
3572             TRACE_(d3d_caps)("[FAILED]\n");
3573             return FALSE;
3574
3575         /* Vendor specific formats */
3576         case WINED3DFMT_ATI2N:
3577             if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3578                     || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3579             {
3580                 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3581                         && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3582                 {
3583                     TRACE_(d3d_caps)("[OK]\n");
3584                     return TRUE;
3585                 }
3586
3587                 TRACE_(d3d_caps)("[OK]\n");
3588                 return TRUE;
3589             }
3590             TRACE_(d3d_caps)("[FAILED]\n");
3591             return FALSE;
3592
3593         case WINED3DFMT_NVHU:
3594         case WINED3DFMT_NVHS:
3595             /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3596              * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3597              * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3598              * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3599              * Applications have to deal with not having NVHS and NVHU.
3600              */
3601             TRACE_(d3d_caps)("[FAILED]\n");
3602             return FALSE;
3603
3604         case WINED3DFMT_UNKNOWN:
3605             return FALSE;
3606
3607         default:
3608             ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3609             break;
3610     }
3611     return FALSE;
3612 }
3613
3614 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3615         const struct wined3d_format_desc *adapter_format_desc,
3616         WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3617         WINED3DSURFTYPE SurfaceType)
3618 {
3619     if(SurfaceType == SURFACE_GDI) {
3620         switch(check_format_desc->format)
3621         {
3622             case WINED3DFMT_B8G8R8_UNORM:
3623             case WINED3DFMT_B8G8R8A8_UNORM:
3624             case WINED3DFMT_B8G8R8X8_UNORM:
3625             case WINED3DFMT_B5G6R5_UNORM:
3626             case WINED3DFMT_B5G5R5X1_UNORM:
3627             case WINED3DFMT_B5G5R5A1_UNORM:
3628             case WINED3DFMT_B4G4R4A4_UNORM:
3629             case WINED3DFMT_B2G3R3_UNORM:
3630             case WINED3DFMT_A8_UNORM:
3631             case WINED3DFMT_B2G3R3A8_UNORM:
3632             case WINED3DFMT_B4G4R4X4_UNORM:
3633             case WINED3DFMT_R10G10B10A2_UNORM:
3634             case WINED3DFMT_R8G8B8A8_UNORM:
3635             case WINED3DFMT_R8G8B8X8_UNORM:
3636             case WINED3DFMT_R16G16_UNORM:
3637             case WINED3DFMT_B10G10R10A2_UNORM:
3638             case WINED3DFMT_R16G16B16A16_UNORM:
3639             case WINED3DFMT_P8_UINT:
3640                 TRACE_(d3d_caps)("[OK]\n");
3641                 return TRUE;
3642             default:
3643                 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3644                 return FALSE;
3645         }
3646     }
3647
3648     /* All format that are supported for textures are supported for surfaces as well */
3649     if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3650     /* All depth stencil formats are supported on surfaces */
3651     if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3652
3653     /* If opengl can't process the format natively, the blitter may be able to convert it */
3654     if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3655                                          NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3656                                          NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3657     {
3658         TRACE_(d3d_caps)("[OK]\n");
3659         return TRUE;
3660     }
3661
3662     /* Reject other formats */
3663     TRACE_(d3d_caps)("[FAILED]\n");
3664     return FALSE;
3665 }
3666
3667 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3668         const struct wined3d_format_desc *format_desc)
3669 {
3670     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3671
3672     if (!gl_info->limits.vertex_samplers)
3673     {
3674         TRACE_(d3d_caps)("[FAILED]\n");
3675         return FALSE;
3676     }
3677
3678     switch (format_desc->format)
3679     {
3680         case WINED3DFMT_R32G32B32A32_FLOAT:
3681             if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3682             {
3683                 TRACE_(d3d_caps)("[FAILED]\n");
3684                 return FALSE;
3685             }
3686             TRACE_(d3d_caps)("[OK]\n");
3687             return TRUE;
3688
3689         default:
3690             TRACE_(d3d_caps)("[FAILED]\n");
3691             return FALSE;
3692     }
3693     return FALSE;
3694 }
3695
3696 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3697         WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3698         WINED3DSURFTYPE SurfaceType)
3699 {
3700     IWineD3DImpl *This = (IWineD3DImpl *)iface;
3701     struct wined3d_adapter *adapter = &This->adapters[Adapter];
3702     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3703     const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3704     const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3705     DWORD UsageCaps = 0;
3706
3707     TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3708           This,
3709           Adapter,
3710           DeviceType, debug_d3ddevicetype(DeviceType),
3711           AdapterFormat, debug_d3dformat(AdapterFormat),
3712           Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3713           RType, debug_d3dresourcetype(RType),
3714           CheckFormat, debug_d3dformat(CheckFormat));
3715
3716     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3717         return WINED3DERR_INVALIDCALL;
3718     }
3719
3720     if(RType == WINED3DRTYPE_CUBETEXTURE) {
3721
3722         if(SurfaceType != SURFACE_OPENGL) {
3723             TRACE("[FAILED]\n");
3724             return WINED3DERR_NOTAVAILABLE;
3725         }
3726
3727         /* Cubetexture allows:
3728          *                    - D3DUSAGE_AUTOGENMIPMAP
3729          *                    - D3DUSAGE_DEPTHSTENCIL
3730          *                    - D3DUSAGE_DYNAMIC
3731          *                    - D3DUSAGE_NONSECURE (d3d9ex)
3732          *                    - D3DUSAGE_RENDERTARGET
3733          *                    - D3DUSAGE_SOFTWAREPROCESSING
3734          *                    - D3DUSAGE_QUERY_WRAPANDMIP
3735          */
3736         if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3737         {
3738             /* Check if the texture format is around */
3739             if (CheckTextureCapability(adapter, DeviceType, format_desc))
3740             {
3741                 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3742                     /* Check for automatic mipmap generation support */
3743                     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3744                     {
3745                         UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3746                     } else {
3747                         /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3748                         TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3749                     }
3750                 }
3751
3752                 /* Always report dynamic locking */
3753                 if(Usage & WINED3DUSAGE_DYNAMIC)
3754                     UsageCaps |= WINED3DUSAGE_DYNAMIC;
3755
3756                 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3757                     if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3758                     {
3759                         UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3760                     } else {
3761                         TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3762                         return WINED3DERR_NOTAVAILABLE;
3763                     }
3764                 }
3765
3766                 /* Always report software processing */
3767                 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3768                     UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3769
3770                 /* Check QUERY_FILTER support */
3771                 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3772                     if (CheckFilterCapability(adapter, format_desc))
3773                     {
3774                         UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3775                     } else {
3776                         TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3777                         return WINED3DERR_NOTAVAILABLE;
3778                     }
3779                 }
3780
3781                 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3782                 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3783                     if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3784                     {
3785                         UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3786                     } else {
3787                         TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3788                         return WINED3DERR_NOTAVAILABLE;
3789                     }
3790                 }
3791
3792                 /* Check QUERY_SRGBREAD support */
3793                 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3794                     if (CheckSrgbReadCapability(adapter, format_desc))
3795                     {
3796                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3797                     } else {
3798                         TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3799                         return WINED3DERR_NOTAVAILABLE;
3800                     }
3801                 }
3802
3803                 /* Check QUERY_SRGBWRITE support */
3804                 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3805                     if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3806                     {
3807                         UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3808                     } else {
3809                         TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3810                         return WINED3DERR_NOTAVAILABLE;
3811                     }
3812                 }
3813
3814                 /* Check QUERY_VERTEXTEXTURE support */
3815                 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3816                     if (CheckVertexTextureCapability(adapter, format_desc))
3817                     {
3818                         UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3819                     } else {
3820                         TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3821                         return WINED3DERR_NOTAVAILABLE;
3822                     }
3823                 }
3824
3825                 /* Check QUERY_WRAPANDMIP support */
3826                 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3827                     if (CheckWrapAndMipCapability(adapter, format_desc))
3828                     {
3829                         UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3830                     } else {
3831                         TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3832                         return WINED3DERR_NOTAVAILABLE;
3833                     }
3834                 }
3835             } else {
3836                 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3837                 return WINED3DERR_NOTAVAILABLE;
3838             }
3839         } else {
3840             TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3841             return WINED3DERR_NOTAVAILABLE;
3842         }
3843     } else if(RType == WINED3DRTYPE_SURFACE) {
3844         /* Surface allows:
3845          *                - D3DUSAGE_DEPTHSTENCIL
3846          *                - D3DUSAGE_NONSECURE (d3d9ex)
3847          *                - D3DUSAGE_RENDERTARGET
3848          */
3849
3850         if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3851         {
3852             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3853                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3854                 {
3855                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3856                 } else {
3857                     TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3858                     return WINED3DERR_NOTAVAILABLE;
3859                 }
3860             }
3861
3862             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3863                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3864                 {
3865                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3866                 } else {
3867                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3868                     return WINED3DERR_NOTAVAILABLE;
3869                 }
3870             }
3871
3872             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3873             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3874                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3875                 {
3876                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3877                 } else {
3878                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3879                     return WINED3DERR_NOTAVAILABLE;
3880                 }
3881             }
3882         } else {
3883             TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3884             return WINED3DERR_NOTAVAILABLE;
3885         }
3886
3887     } else if(RType == WINED3DRTYPE_TEXTURE) {
3888         /* Texture allows:
3889          *                - D3DUSAGE_AUTOGENMIPMAP
3890          *                - D3DUSAGE_DEPTHSTENCIL
3891          *                - D3DUSAGE_DMAP
3892          *                - D3DUSAGE_DYNAMIC
3893          *                - D3DUSAGE_NONSECURE (d3d9ex)
3894          *                - D3DUSAGE_RENDERTARGET
3895          *                - D3DUSAGE_SOFTWAREPROCESSING
3896          *                - D3DUSAGE_TEXTAPI (d3d9ex)
3897          *                - D3DUSAGE_QUERY_WRAPANDMIP
3898          */
3899
3900         if(SurfaceType != SURFACE_OPENGL) {
3901             TRACE("[FAILED]\n");
3902             return WINED3DERR_NOTAVAILABLE;
3903         }
3904
3905         /* Check if the texture format is around */
3906         if (CheckTextureCapability(adapter, DeviceType, format_desc))
3907         {
3908             if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3909                 /* Check for automatic mipmap generation support */
3910                 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3911                 {
3912                     UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3913                 } else {
3914                     /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3915                     TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3916                 }
3917             }
3918
3919             /* Always report dynamic locking */
3920             if(Usage & WINED3DUSAGE_DYNAMIC)
3921                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3922
3923             if(Usage & WINED3DUSAGE_RENDERTARGET) {
3924                 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3925                 {
3926                     UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3927                 } else {
3928                     TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3929                      return WINED3DERR_NOTAVAILABLE;
3930                  }
3931             }
3932
3933             /* Always report software processing */
3934             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3935                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3936
3937             /* Check QUERY_FILTER support */
3938             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3939                 if (CheckFilterCapability(adapter, format_desc))
3940                 {
3941                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3942                 } else {
3943                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3944                     return WINED3DERR_NOTAVAILABLE;
3945                 }
3946             }
3947
3948             /* Check QUERY_LEGACYBUMPMAP support */
3949             if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3950                 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3951                 {
3952                     UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3953                 } else {
3954                     TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3955                     return WINED3DERR_NOTAVAILABLE;
3956                 }
3957             }
3958
3959             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3960             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3961                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3962                 {
3963                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3964                 } else {
3965                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3966                     return WINED3DERR_NOTAVAILABLE;
3967                 }
3968             }
3969
3970             /* Check QUERY_SRGBREAD support */
3971             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3972                 if (CheckSrgbReadCapability(adapter, format_desc))
3973                 {
3974                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3975                 } else {
3976                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3977                     return WINED3DERR_NOTAVAILABLE;
3978                 }
3979             }
3980
3981             /* Check QUERY_SRGBWRITE support */
3982             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3983                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3984                 {
3985                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3986                 } else {
3987                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3988                     return WINED3DERR_NOTAVAILABLE;
3989                 }
3990             }
3991
3992             /* Check QUERY_VERTEXTEXTURE support */
3993             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3994                 if (CheckVertexTextureCapability(adapter, format_desc))
3995                 {
3996                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3997                 } else {
3998                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3999                     return WINED3DERR_NOTAVAILABLE;
4000                 }
4001             }
4002
4003             /* Check QUERY_WRAPANDMIP support */
4004             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4005                 if (CheckWrapAndMipCapability(adapter, format_desc))
4006                 {
4007                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4008                 } else {
4009                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4010                     return WINED3DERR_NOTAVAILABLE;
4011                 }
4012             }
4013
4014             if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
4015                 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4016                 {
4017                     UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4018                 } else {
4019                     TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4020                     return WINED3DERR_NOTAVAILABLE;
4021                 }
4022             }
4023         } else {
4024             TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
4025             return WINED3DERR_NOTAVAILABLE;
4026         }
4027     } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
4028         /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
4029          * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
4030          *
4031          * Volumetexture allows:
4032          *                      - D3DUSAGE_DYNAMIC
4033          *                      - D3DUSAGE_NONSECURE (d3d9ex)
4034          *                      - D3DUSAGE_SOFTWAREPROCESSING
4035          *                      - D3DUSAGE_QUERY_WRAPANDMIP
4036          */
4037
4038         if(SurfaceType != SURFACE_OPENGL) {
4039             TRACE("[FAILED]\n");
4040             return WINED3DERR_NOTAVAILABLE;
4041         }
4042
4043         /* Check volume texture and volume usage caps */
4044         if (gl_info->supported[EXT_TEXTURE3D])
4045         {
4046             if (!CheckTextureCapability(adapter, DeviceType, format_desc))
4047             {
4048                 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4049                 return WINED3DERR_NOTAVAILABLE;
4050             }
4051
4052             /* Always report dynamic locking */
4053             if(Usage & WINED3DUSAGE_DYNAMIC)
4054                 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4055
4056             /* Always report software processing */
4057             if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4058                 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4059
4060             /* Check QUERY_FILTER support */
4061             if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4062                 if (CheckFilterCapability(adapter, format_desc))
4063                 {
4064                     UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4065                 } else {
4066                     TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4067                     return WINED3DERR_NOTAVAILABLE;
4068                 }
4069             }
4070
4071             /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4072             if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4073                 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4074                 {
4075                     UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4076                 } else {
4077                     TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4078                     return WINED3DERR_NOTAVAILABLE;
4079                 }
4080             }
4081
4082             /* Check QUERY_SRGBREAD support */
4083             if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4084                 if (CheckSrgbReadCapability(adapter, format_desc))
4085                 {
4086                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4087                 } else {
4088                     TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4089                     return WINED3DERR_NOTAVAILABLE;
4090                 }
4091             }
4092
4093             /* Check QUERY_SRGBWRITE support */
4094             if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4095                 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4096                 {
4097                     UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4098                 } else {
4099                     TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4100                     return WINED3DERR_NOTAVAILABLE;
4101                 }
4102             }
4103
4104             /* Check QUERY_VERTEXTEXTURE support */
4105             if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4106                 if (CheckVertexTextureCapability(adapter, format_desc))
4107                 {
4108                     UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4109                 } else {
4110                     TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4111                     return WINED3DERR_NOTAVAILABLE;
4112                 }
4113             }
4114
4115             /* Check QUERY_WRAPANDMIP support */
4116             if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4117                 if (CheckWrapAndMipCapability(adapter, format_desc))
4118                 {
4119                     UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4120                 } else {
4121                     TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4122                     return WINED3DERR_NOTAVAILABLE;
4123                 }
4124             }
4125         } else {
4126             TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4127             return WINED3DERR_NOTAVAILABLE;
4128         }
4129
4130         /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4131          * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4132          * app needing one of those formats, don't advertize them to avoid leading apps into
4133          * temptation. The windows drivers don't support most of those formats on volumes anyway,
4134          * except of R32F.
4135          */
4136         switch(CheckFormat) {
4137             case WINED3DFMT_P8_UINT:
4138             case WINED3DFMT_L4A4_UNORM:
4139             case WINED3DFMT_R32_FLOAT:
4140             case WINED3DFMT_R16_FLOAT:
4141             case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4142             case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4143             case WINED3DFMT_R16G16_UNORM:
4144                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4145                 return WINED3DERR_NOTAVAILABLE;
4146
4147             case WINED3DFMT_R8G8B8A8_SNORM:
4148             case WINED3DFMT_R16G16_SNORM:
4149             if (!gl_info->supported[NV_TEXTURE_SHADER])
4150             {
4151                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4152                 return WINED3DERR_NOTAVAILABLE;
4153             }
4154             break;
4155
4156             case WINED3DFMT_R8G8_SNORM:
4157             if (!gl_info->supported[NV_TEXTURE_SHADER])
4158             {
4159                 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4160                 return WINED3DERR_NOTAVAILABLE;
4161             }
4162             break;
4163
4164             case WINED3DFMT_DXT1:
4165             case WINED3DFMT_DXT2:
4166             case WINED3DFMT_DXT3:
4167             case WINED3DFMT_DXT4:
4168             case WINED3DFMT_DXT5:
4169                 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4170                  * compressed texture results in an error. While the D3D refrast does
4171                  * support s3tc volumes, at least the nvidia windows driver does not, so
4172                  * we're free not to support this format.
4173                  */
4174                 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4175                 return WINED3DERR_NOTAVAILABLE;
4176
4177             default:
4178                 /* Do nothing, continue with checking the format below */
4179                 break;
4180         }
4181     } else if(RType == WINED3DRTYPE_BUFFER){
4182         /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4183         TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4184         return WINED3DERR_NOTAVAILABLE;
4185     }
4186
4187     /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4188      * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4189      * usage flags match. */
4190     if(UsageCaps == Usage) {
4191         return WINED3D_OK;
4192     } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4193         return WINED3DOK_NOAUTOGEN;
4194     } else {
4195         TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
4196         return WINED3DERR_NOTAVAILABLE;
4197     }
4198 }
4199
4200 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4201         WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4202 {
4203     FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4204             iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4205             debug_d3dformat(dst_format));
4206
4207     return WINED3D_OK;
4208 }
4209
4210 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4211       subset of a D3DCAPS9 structure. However, it has to come via a void *
4212       as the d3d8 interface cannot import the d3d9 header                  */
4213 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4214
4215     IWineD3DImpl    *This = (IWineD3DImpl *)iface;
4216     struct wined3d_adapter *adapter = &This->adapters[Adapter];
4217     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4218     int vs_selected_mode;
4219     int ps_selected_mode;
4220     struct shader_caps shader_caps;
4221     struct fragment_caps fragment_caps;
4222     DWORD ckey_caps, blit_caps, fx_caps;
4223
4224     TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4225
4226     if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4227         return WINED3DERR_INVALIDCALL;
4228     }
4229
4230     select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4231
4232     /* ------------------------------------------------
4233        The following fields apply to both d3d8 and d3d9
4234        ------------------------------------------------ */
4235     pCaps->DeviceType              = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;  /* Not quite true, but use h/w supported by opengl I suppose */
4236     pCaps->AdapterOrdinal          = Adapter;
4237
4238     pCaps->Caps                    = 0;
4239     pCaps->Caps2                   = WINED3DCAPS2_CANRENDERWINDOWED |
4240                                      WINED3DCAPS2_FULLSCREENGAMMA |
4241                                      WINED3DCAPS2_DYNAMICTEXTURES;
4242     if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4243     {
4244         pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4245     }
4246
4247     pCaps->Caps3                   = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4248                                      WINED3DCAPS3_COPY_TO_VIDMEM                   |
4249                                      WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4250
4251     pCaps->PresentationIntervals   = WINED3DPRESENT_INTERVAL_IMMEDIATE  |
4252                                      WINED3DPRESENT_INTERVAL_ONE;
4253
4254     pCaps->CursorCaps              = WINED3DCURSORCAPS_COLOR            |
4255                                      WINED3DCURSORCAPS_LOWRES;
4256
4257     pCaps->DevCaps                 = WINED3DDEVCAPS_FLOATTLVERTEX       |
4258                                      WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4259                                      WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4260                                      WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4261                                      WINED3DDEVCAPS_DRAWPRIMTLVERTEX    |
4262                                      WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4263                                      WINED3DDEVCAPS_EXECUTEVIDEOMEMORY  |
4264                                      WINED3DDEVCAPS_PUREDEVICE          |
4265                                      WINED3DDEVCAPS_HWRASTERIZATION     |
4266                                      WINED3DDEVCAPS_TEXTUREVIDEOMEMORY  |
4267                                      WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4268                                      WINED3DDEVCAPS_CANRENDERAFTERFLIP  |
4269                                      WINED3DDEVCAPS_DRAWPRIMITIVES2     |
4270                                      WINED3DDEVCAPS_DRAWPRIMITIVES2EX   |
4271                                      WINED3DDEVCAPS_RTPATCHES;
4272
4273     pCaps->PrimitiveMiscCaps       = WINED3DPMISCCAPS_CULLNONE              |
4274                                      WINED3DPMISCCAPS_CULLCCW               |
4275                                      WINED3DPMISCCAPS_CULLCW                |
4276                                      WINED3DPMISCCAPS_COLORWRITEENABLE      |
4277                                      WINED3DPMISCCAPS_CLIPTLVERTS           |
4278                                      WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4279                                      WINED3DPMISCCAPS_MASKZ                 |
4280                                      WINED3DPMISCCAPS_BLENDOP               |
4281                                      WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4282                                     /* TODO:
4283                                         WINED3DPMISCCAPS_NULLREFERENCE
4284                                         WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4285                                         WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4286                                         WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4287
4288     if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4289         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4290     if (gl_info->supported[EXT_DRAW_BUFFERS2])
4291         pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4292
4293     pCaps->RasterCaps              = WINED3DPRASTERCAPS_DITHER    |
4294                                      WINED3DPRASTERCAPS_PAT       |
4295                                      WINED3DPRASTERCAPS_WFOG      |
4296                                      WINED3DPRASTERCAPS_ZFOG      |
4297                                      WINED3DPRASTERCAPS_FOGVERTEX |
4298                                      WINED3DPRASTERCAPS_FOGTABLE  |
4299                                      WINED3DPRASTERCAPS_STIPPLE   |
4300                                      WINED3DPRASTERCAPS_SUBPIXEL  |
4301                                      WINED3DPRASTERCAPS_ZTEST     |
4302                                      WINED3DPRASTERCAPS_SCISSORTEST   |
4303                                      WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4304                                      WINED3DPRASTERCAPS_DEPTHBIAS;
4305
4306     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4307     {
4308         pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY    |
4309                              WINED3DPRASTERCAPS_ZBIAS         |
4310                              WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4311     }
4312     if (gl_info->supported[NV_FOG_DISTANCE])
4313     {
4314         pCaps->RasterCaps         |= WINED3DPRASTERCAPS_FOGRANGE;
4315     }
4316                         /* FIXME Add:
4317                            WINED3DPRASTERCAPS_COLORPERSPECTIVE
4318                            WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4319                            WINED3DPRASTERCAPS_ANTIALIASEDGES
4320                            WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4321                            WINED3DPRASTERCAPS_WBUFFER */
4322
4323     pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4324                       WINED3DPCMPCAPS_EQUAL        |
4325                       WINED3DPCMPCAPS_GREATER      |
4326                       WINED3DPCMPCAPS_GREATEREQUAL |
4327                       WINED3DPCMPCAPS_LESS         |
4328                       WINED3DPCMPCAPS_LESSEQUAL    |
4329                       WINED3DPCMPCAPS_NEVER        |
4330                       WINED3DPCMPCAPS_NOTEQUAL;
4331
4332     pCaps->SrcBlendCaps  = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4333                            WINED3DPBLENDCAPS_BOTHSRCALPHA    |
4334                            WINED3DPBLENDCAPS_DESTALPHA       |
4335                            WINED3DPBLENDCAPS_DESTCOLOR       |
4336                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4337                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4338                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4339                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4340                            WINED3DPBLENDCAPS_ONE             |
4341                            WINED3DPBLENDCAPS_SRCALPHA        |
4342                            WINED3DPBLENDCAPS_SRCALPHASAT     |
4343                            WINED3DPBLENDCAPS_SRCCOLOR        |
4344                            WINED3DPBLENDCAPS_ZERO;
4345
4346     pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA       |
4347                            WINED3DPBLENDCAPS_DESTCOLOR       |
4348                            WINED3DPBLENDCAPS_INVDESTALPHA    |
4349                            WINED3DPBLENDCAPS_INVDESTCOLOR    |
4350                            WINED3DPBLENDCAPS_INVSRCALPHA     |
4351                            WINED3DPBLENDCAPS_INVSRCCOLOR     |
4352                            WINED3DPBLENDCAPS_ONE             |
4353                            WINED3DPBLENDCAPS_SRCALPHA        |
4354                            WINED3DPBLENDCAPS_SRCCOLOR        |
4355                            WINED3DPBLENDCAPS_ZERO;
4356     /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4357      * according to the glBlendFunc manpage
4358      *
4359      * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4360      * legacy settings for srcblend only
4361      */
4362
4363     if (gl_info->supported[EXT_BLEND_COLOR])
4364     {
4365         pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4366         pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4367     }
4368
4369
4370     pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS       |
4371                           WINED3DPCMPCAPS_EQUAL        |
4372                           WINED3DPCMPCAPS_GREATER      |
4373                           WINED3DPCMPCAPS_GREATEREQUAL |
4374                           WINED3DPCMPCAPS_LESS         |
4375                           WINED3DPCMPCAPS_LESSEQUAL    |
4376                           WINED3DPCMPCAPS_NEVER        |
4377                           WINED3DPCMPCAPS_NOTEQUAL;
4378
4379     pCaps->ShadeCaps     = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4380                            WINED3DPSHADECAPS_COLORGOURAUDRGB    |
4381                            WINED3DPSHADECAPS_ALPHAFLATBLEND     |
4382                            WINED3DPSHADECAPS_ALPHAGOURAUDBLEND  |
4383                            WINED3DPSHADECAPS_COLORFLATRGB       |
4384                            WINED3DPSHADECAPS_FOGFLAT            |
4385                            WINED3DPSHADECAPS_FOGGOURAUD         |
4386                            WINED3DPSHADECAPS_SPECULARFLATRGB;
4387
4388     pCaps->TextureCaps =  WINED3DPTEXTURECAPS_ALPHA              |
4389                           WINED3DPTEXTURECAPS_ALPHAPALETTE       |
4390                           WINED3DPTEXTURECAPS_TRANSPARENCY       |
4391                           WINED3DPTEXTURECAPS_BORDER             |
4392                           WINED3DPTEXTURECAPS_MIPMAP             |
4393                           WINED3DPTEXTURECAPS_PROJECTED          |
4394                           WINED3DPTEXTURECAPS_PERSPECTIVE;
4395
4396     if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4397     {
4398         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4399                               WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4400     }
4401
4402     if (gl_info->supported[EXT_TEXTURE3D])
4403     {
4404         pCaps->TextureCaps |=  WINED3DPTEXTURECAPS_VOLUMEMAP      |
4405                                WINED3DPTEXTURECAPS_MIPVOLUMEMAP   |
4406                                WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4407     }
4408
4409     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4410     {
4411         pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP     |
4412                               WINED3DPTEXTURECAPS_MIPCUBEMAP    |
4413                               WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4414
4415     }
4416
4417     pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4418                                WINED3DPTFILTERCAPS_MAGFPOINT        |
4419                                WINED3DPTFILTERCAPS_MINFLINEAR       |
4420                                WINED3DPTFILTERCAPS_MINFPOINT        |
4421                                WINED3DPTFILTERCAPS_MIPFLINEAR       |
4422                                WINED3DPTFILTERCAPS_MIPFPOINT        |
4423                                WINED3DPTFILTERCAPS_LINEAR           |
4424                                WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4425                                WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4426                                WINED3DPTFILTERCAPS_MIPLINEAR        |
4427                                WINED3DPTFILTERCAPS_MIPNEAREST       |
4428                                WINED3DPTFILTERCAPS_NEAREST;
4429
4430     if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4431     {
4432         pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4433                                     WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4434     }
4435
4436     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4437     {
4438         pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4439                                        WINED3DPTFILTERCAPS_MAGFPOINT        |
4440                                        WINED3DPTFILTERCAPS_MINFLINEAR       |
4441                                        WINED3DPTFILTERCAPS_MINFPOINT        |
4442                                        WINED3DPTFILTERCAPS_MIPFLINEAR       |
4443                                        WINED3DPTFILTERCAPS_MIPFPOINT        |
4444                                        WINED3DPTFILTERCAPS_LINEAR           |
4445                                        WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4446                                        WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4447                                        WINED3DPTFILTERCAPS_MIPLINEAR        |
4448                                        WINED3DPTFILTERCAPS_MIPNEAREST       |
4449                                        WINED3DPTFILTERCAPS_NEAREST;
4450
4451         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4452         {
4453             pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4454                                             WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4455         }
4456     } else
4457         pCaps->CubeTextureFilterCaps = 0;
4458
4459     if (gl_info->supported[EXT_TEXTURE3D])
4460     {
4461         pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR       |
4462                                          WINED3DPTFILTERCAPS_MAGFPOINT        |
4463                                          WINED3DPTFILTERCAPS_MINFLINEAR       |
4464                                          WINED3DPTFILTERCAPS_MINFPOINT        |
4465                                          WINED3DPTFILTERCAPS_MIPFLINEAR       |
4466                                          WINED3DPTFILTERCAPS_MIPFPOINT        |
4467                                          WINED3DPTFILTERCAPS_LINEAR           |
4468                                          WINED3DPTFILTERCAPS_LINEARMIPLINEAR  |
4469                                          WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4470                                          WINED3DPTFILTERCAPS_MIPLINEAR        |
4471                                          WINED3DPTFILTERCAPS_MIPNEAREST       |
4472                                          WINED3DPTFILTERCAPS_NEAREST;
4473     } else
4474         pCaps->VolumeTextureFilterCaps = 0;
4475
4476     pCaps->TextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4477                                  WINED3DPTADDRESSCAPS_CLAMP  |
4478                                  WINED3DPTADDRESSCAPS_WRAP;
4479
4480     if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4481     {
4482         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4483     }
4484     if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4485     {
4486         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4487     }
4488     if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4489     {
4490         pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4491     }
4492
4493     if (gl_info->supported[EXT_TEXTURE3D])
4494     {
4495         pCaps->VolumeTextureAddressCaps =  WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4496                                            WINED3DPTADDRESSCAPS_CLAMP  |
4497                                            WINED3DPTADDRESSCAPS_WRAP;
4498         if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4499         {
4500             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4501         }
4502         if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4503         {
4504             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4505         }
4506         if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4507         {
4508             pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4509         }
4510     } else
4511         pCaps->VolumeTextureAddressCaps = 0;
4512
4513     pCaps->LineCaps = WINED3DLINECAPS_TEXTURE       |
4514                       WINED3DLINECAPS_ZTEST         |
4515                       WINED3DLINECAPS_BLEND         |
4516                       WINED3DLINECAPS_ALPHACMP      |
4517                       WINED3DLINECAPS_FOG;
4518     /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4519      * idea how generating the smoothing alpha values works; the result is different
4520      */
4521
4522     pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4523     pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4524
4525     if (gl_info->supported[EXT_TEXTURE3D])
4526         pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4527     else
4528         pCaps->MaxVolumeExtent = 0;
4529
4530     pCaps->MaxTextureRepeat = 32768;
4531     pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4532     pCaps->MaxVertexW = 1.0f;
4533
4534     pCaps->GuardBandLeft = 0.0f;
4535     pCaps->GuardBandTop = 0.0f;
4536     pCaps->GuardBandRight = 0.0f;
4537     pCaps->GuardBandBottom = 0.0f;
4538
4539     pCaps->ExtentsAdjust = 0.0f;
4540
4541     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
4542                           WINED3DSTENCILCAPS_INCRSAT |
4543                           WINED3DSTENCILCAPS_INVERT  |
4544                           WINED3DSTENCILCAPS_KEEP    |
4545                           WINED3DSTENCILCAPS_REPLACE |
4546                           WINED3DSTENCILCAPS_ZERO;
4547     if (gl_info->supported[EXT_STENCIL_WRAP])
4548     {
4549         pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR  |
4550                               WINED3DSTENCILCAPS_INCR;
4551     }
4552     if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4553     {
4554         pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4555     }
4556
4557     pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4558
4559     pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4560     pCaps->MaxActiveLights = gl_info->limits.lights;
4561
4562     pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4563     pCaps->MaxVertexBlendMatrixIndex   = 0;
4564
4565     pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4566     pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4567
4568
4569     /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4570     pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4571                                   WINED3DVTXPCAPS_MATERIALSOURCE7   |
4572                                   WINED3DVTXPCAPS_POSITIONALLIGHTS  |
4573                                   WINED3DVTXPCAPS_LOCALVIEWER       |
4574                                   WINED3DVTXPCAPS_VERTEXFOG         |
4575                                   WINED3DVTXPCAPS_TEXGEN;
4576
4577     pCaps->MaxPrimitiveCount   = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4578     pCaps->MaxVertexIndex      = 0xFFFFF;
4579     pCaps->MaxStreams          = MAX_STREAMS;
4580     pCaps->MaxStreamStride     = 1024;
4581
4582     /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4583     pCaps->DevCaps2                          = WINED3DDEVCAPS2_STREAMOFFSET |
4584                                                WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4585     pCaps->MaxNpatchTessellationLevel        = 0;
4586     pCaps->MasterAdapterOrdinal              = 0;
4587     pCaps->AdapterOrdinalInGroup             = 0;
4588     pCaps->NumberOfAdaptersInGroup           = 1;
4589
4590     pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4591
4592     pCaps->StretchRectFilterCaps             = WINED3DPTFILTERCAPS_MINFPOINT  |
4593                                                 WINED3DPTFILTERCAPS_MAGFPOINT  |
4594                                                 WINED3DPTFILTERCAPS_MINFLINEAR |
4595                                                 WINED3DPTFILTERCAPS_MAGFLINEAR;
4596     pCaps->VertexTextureFilterCaps           = 0;
4597
4598     memset(&shader_caps, 0, sizeof(shader_caps));
4599     adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4600
4601     memset(&fragment_caps, 0, sizeof(fragment_caps));
4602     adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4603
4604     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4605     pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4606
4607     /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4608      * Ignore shader model capabilities if disabled in config
4609      */
4610     if(vs_selected_mode == SHADER_NONE) {
4611         TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4612         pCaps->VertexShaderVersion          = WINED3DVS_VERSION(0,0);
4613         pCaps->MaxVertexShaderConst         = 0;
4614     } else {
4615         pCaps->VertexShaderVersion          = shader_caps.VertexShaderVersion;
4616         pCaps->MaxVertexShaderConst         = shader_caps.MaxVertexShaderConst;
4617     }
4618
4619     if(ps_selected_mode == SHADER_NONE) {
4620         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4621         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
4622         pCaps->PixelShader1xMaxValue        = 0.0f;
4623     } else {
4624         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
4625         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
4626     }
4627
4628     pCaps->TextureOpCaps                    = fragment_caps.TextureOpCaps;
4629     pCaps->MaxTextureBlendStages            = fragment_caps.MaxTextureBlendStages;
4630     pCaps->MaxSimultaneousTextures          = fragment_caps.MaxSimultaneousTextures;
4631
4632     pCaps->VS20Caps                         = shader_caps.VS20Caps;
4633     pCaps->MaxVShaderInstructionsExecuted   = shader_caps.MaxVShaderInstructionsExecuted;
4634     pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4635     pCaps->PS20Caps                         = shader_caps.PS20Caps;
4636     pCaps->MaxPShaderInstructionsExecuted   = shader_caps.MaxPShaderInstructionsExecuted;
4637     pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4638
4639     /* The following caps are shader specific, but they are things we cannot detect, or which
4640      * are the same among all shader models. So to avoid code duplication set the shader version
4641      * specific, but otherwise constant caps here
4642      */
4643     if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4644         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4645         use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4646         pCaps->VS20Caps.Caps                     = WINED3DVS20CAPS_PREDICATION;
4647         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4648         pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4649         pCaps->VS20Caps.StaticFlowControlDepth   = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4650
4651         pCaps->MaxVShaderInstructionsExecuted    = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4652         pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4653     }
4654     else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4655     {
4656         pCaps->VS20Caps.Caps                     = 0;
4657         pCaps->VS20Caps.DynamicFlowControlDepth  = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4658         pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4659         pCaps->VS20Caps.StaticFlowControlDepth   = 1;
4660
4661         pCaps->MaxVShaderInstructionsExecuted    = 65535;
4662         pCaps->MaxVertexShader30InstructionSlots = 0;
4663     } else { /* VS 1.x */
4664         pCaps->VS20Caps.Caps                     = 0;
4665         pCaps->VS20Caps.DynamicFlowControlDepth  = 0;
4666         pCaps->VS20Caps.NumTemps                 = 0;
4667         pCaps->VS20Caps.StaticFlowControlDepth   = 0;
4668
4669         pCaps->MaxVShaderInstructionsExecuted    = 0;
4670         pCaps->MaxVertexShader30InstructionSlots = 0;
4671     }
4672
4673     if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4674         /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4675         use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4676
4677         /* 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 */
4678         pCaps->PS20Caps.Caps                     = WINED3DPS20CAPS_ARBITRARYSWIZZLE     |
4679                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4680                 WINED3DPS20CAPS_PREDICATION          |
4681                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4682                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4683         pCaps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4684         pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4685         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4686         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4687
4688         pCaps->MaxPShaderInstructionsExecuted    = 65535;
4689         pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4690                 adapter->gl_info.limits.arb_ps_instructions);
4691     }
4692     else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4693     {
4694         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4695         pCaps->PS20Caps.Caps                     = 0;
4696         pCaps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4697         pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4698         pCaps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4699         pCaps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4700
4701         pCaps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
4702         pCaps->MaxPixelShader30InstructionSlots  = 0;
4703     } else { /* PS 1.x */
4704         pCaps->PS20Caps.Caps                     = 0;
4705         pCaps->PS20Caps.DynamicFlowControlDepth  = 0;
4706         pCaps->PS20Caps.NumTemps                 = 0;
4707         pCaps->PS20Caps.StaticFlowControlDepth   = 0;
4708         pCaps->PS20Caps.NumInstructionSlots      = 0;
4709
4710         pCaps->MaxPShaderInstructionsExecuted    = 0;
4711         pCaps->MaxPixelShader30InstructionSlots  = 0;
4712     }
4713
4714     if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4715         /* OpenGL supports all the formats below, perhaps not always
4716          * without conversion, but it supports them.
4717          * Further GLSL doesn't seem to have an official unsigned type so
4718          * don't advertise it yet as I'm not sure how we handle it.
4719          * We might need to add some clamping in the shader engine to
4720          * support it.
4721          * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4722         pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4    |
4723                            WINED3DDTCAPS_UBYTE4N   |
4724                            WINED3DDTCAPS_SHORT2N   |
4725                            WINED3DDTCAPS_SHORT4N;
4726         if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4727         {
4728             pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4729                                 WINED3DDTCAPS_FLOAT16_4;
4730         }
4731     } else
4732         pCaps->DeclTypes                         = 0;
4733
4734     /* Set DirectDraw helper Caps */
4735     ckey_caps =                         WINEDDCKEYCAPS_DESTBLT              |
4736                                         WINEDDCKEYCAPS_SRCBLT;
4737     fx_caps =                           WINEDDFXCAPS_BLTALPHA               |
4738                                         WINEDDFXCAPS_BLTMIRRORLEFTRIGHT     |
4739                                         WINEDDFXCAPS_BLTMIRRORUPDOWN        |
4740                                         WINEDDFXCAPS_BLTROTATION90          |
4741                                         WINEDDFXCAPS_BLTSHRINKX             |
4742                                         WINEDDFXCAPS_BLTSHRINKXN            |
4743                                         WINEDDFXCAPS_BLTSHRINKY             |
4744                                         WINEDDFXCAPS_BLTSHRINKXN            |
4745                                         WINEDDFXCAPS_BLTSTRETCHX            |
4746                                         WINEDDFXCAPS_BLTSTRETCHXN           |
4747                                         WINEDDFXCAPS_BLTSTRETCHY            |
4748                                         WINEDDFXCAPS_BLTSTRETCHYN;
4749     blit_caps =                         WINEDDCAPS_BLT                      |
4750                                         WINEDDCAPS_BLTCOLORFILL             |
4751                                         WINEDDCAPS_BLTDEPTHFILL             |
4752                                         WINEDDCAPS_BLTSTRETCH               |
4753                                         WINEDDCAPS_CANBLTSYSMEM             |
4754                                         WINEDDCAPS_CANCLIP                  |
4755                                         WINEDDCAPS_CANCLIPSTRETCHED         |
4756                                         WINEDDCAPS_COLORKEY                 |
4757                                         WINEDDCAPS_COLORKEYHWASSIST         |
4758                                         WINEDDCAPS_ALIGNBOUNDARYSRC;
4759
4760     /* Fill the ddraw caps structure */
4761     pCaps->DirectDrawCaps.Caps =        WINEDDCAPS_GDI                      |
4762                                         WINEDDCAPS_PALETTE                  |
4763                                         blit_caps;
4764     pCaps->DirectDrawCaps.Caps2 =       WINEDDCAPS2_CERTIFIED                |
4765                                         WINEDDCAPS2_NOPAGELOCKREQUIRED       |
4766                                         WINEDDCAPS2_PRIMARYGAMMA             |
4767                                         WINEDDCAPS2_WIDESURFACES             |
4768                                         WINEDDCAPS2_CANRENDERWINDOWED;
4769     pCaps->DirectDrawCaps.SVBCaps =     blit_caps;
4770     pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4771     pCaps->DirectDrawCaps.SVBFXCaps =   fx_caps;
4772     pCaps->DirectDrawCaps.VSBCaps =     blit_caps;
4773     pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4774     pCaps->DirectDrawCaps.VSBFXCaps =   fx_caps;
4775     pCaps->DirectDrawCaps.SSBCaps =     blit_caps;
4776     pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4777     pCaps->DirectDrawCaps.SSBFXCaps =   fx_caps;
4778
4779     pCaps->DirectDrawCaps.ddsCaps =     WINEDDSCAPS_ALPHA                   |
4780                                         WINEDDSCAPS_BACKBUFFER              |
4781                                         WINEDDSCAPS_FLIP                    |
4782                                         WINEDDSCAPS_FRONTBUFFER             |
4783                                         WINEDDSCAPS_OFFSCREENPLAIN          |
4784                                         WINEDDSCAPS_PALETTE                 |
4785                                         WINEDDSCAPS_PRIMARYSURFACE          |
4786                                         WINEDDSCAPS_SYSTEMMEMORY            |
4787                                         WINEDDSCAPS_VIDEOMEMORY             |
4788                                         WINEDDSCAPS_VISIBLE;
4789     pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4790
4791     /* Set D3D caps if OpenGL is available. */
4792     if (adapter->opengl)
4793     {
4794         pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE                |
4795                                         WINEDDSCAPS_MIPMAP                  |
4796                                         WINEDDSCAPS_TEXTURE                 |
4797                                         WINEDDSCAPS_ZBUFFER;
4798         pCaps->DirectDrawCaps.Caps |=   WINEDDCAPS_3D;
4799     }
4800
4801     return WINED3D_OK;
4802 }
4803
4804 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4805         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4806         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4807 {
4808     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4809     IWineD3DDeviceImpl *object;
4810     HRESULT hr;
4811
4812     TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4813             "parent %p, device_parent %p, device %p.\n",
4814             iface, adapter_idx, device_type, focus_window, flags,
4815             parent, device_parent, device);
4816
4817     /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4818      * number and create a device without a 3D adapter for 2D only operation. */
4819     if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4820     {
4821         return WINED3DERR_INVALIDCALL;
4822     }
4823
4824     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4825     if (!object)
4826     {
4827         ERR("Failed to allocate device memory.\n");
4828         return E_OUTOFMEMORY;
4829     }
4830
4831     hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4832     if (FAILED(hr))
4833     {
4834         WARN("Failed to initialize device, hr %#x.\n", hr);
4835         HeapFree(GetProcessHeap(), 0, object);
4836         return hr;
4837     }
4838
4839     TRACE("Created device %p.\n", object);
4840     *device = (IWineD3DDevice *)object;
4841
4842     IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4843
4844     return WINED3D_OK;
4845 }
4846
4847 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4848     IWineD3DImpl *This = (IWineD3DImpl *)iface;
4849     IUnknown_AddRef(This->parent);
4850     *pParent = This->parent;
4851     return WINED3D_OK;
4852 }
4853
4854 static void WINE_GLAPI invalid_func(const void *data)
4855 {
4856     ERR("Invalid vertex attribute function called\n");
4857     DebugBreak();
4858 }
4859
4860 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4861 {
4862     ERR("Invalid texcoord function called\n");
4863     DebugBreak();
4864 }
4865
4866 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4867  * the extension detection and are used in drawStridedSlow
4868  */
4869 static void WINE_GLAPI position_d3dcolor(const void *data)
4870 {
4871     DWORD pos = *((const DWORD *)data);
4872
4873     FIXME("Add a test for fixed function position from d3dcolor type\n");
4874     glVertex4s(D3DCOLOR_B_R(pos),
4875                D3DCOLOR_B_G(pos),
4876                D3DCOLOR_B_B(pos),
4877                D3DCOLOR_B_A(pos));
4878 }
4879
4880 static void WINE_GLAPI position_float4(const void *data)
4881 {
4882     const GLfloat *pos = data;
4883
4884     if (pos[3] != 0.0f && pos[3] != 1.0f)
4885     {
4886         float w = 1.0f / pos[3];
4887
4888         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4889     }
4890     else
4891     {
4892         glVertex3fv(pos);
4893     }
4894 }
4895
4896 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4897 {
4898     DWORD diffuseColor = *((const DWORD *)data);
4899
4900     glColor4ub(D3DCOLOR_B_R(diffuseColor),
4901                D3DCOLOR_B_G(diffuseColor),
4902                D3DCOLOR_B_B(diffuseColor),
4903                D3DCOLOR_B_A(diffuseColor));
4904 }
4905
4906 static void WINE_GLAPI specular_d3dcolor(const void *data)
4907 {
4908     DWORD specularColor = *((const DWORD *)data);
4909     GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4910             D3DCOLOR_B_G(specularColor),
4911             D3DCOLOR_B_B(specularColor)};
4912
4913     specular_func_3ubv(d);
4914 }
4915
4916 static void WINE_GLAPI warn_no_specular_func(const void *data)
4917 {
4918     WARN("GL_EXT_secondary_color not supported\n");
4919 }
4920
4921 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4922 {
4923     position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4924     position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4925     position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)glVertex3fv;
4926     position_funcs[WINED3D_FFP_EMIT_FLOAT4]      = position_float4;
4927     position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
4928     position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4929     position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4930     position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)glVertex2sv;
4931     position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4932     position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4933     position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4934     position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4935     position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4936     position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4937     position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4938     position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4939     position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4940
4941     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
4942     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
4943     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)glColor3fv;
4944     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)glColor4fv;
4945     diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
4946     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
4947     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
4948     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
4949     diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)glColor4ubv;
4950     diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
4951     diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)glColor4sv;
4952     diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
4953     diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)glColor4usv;
4954     diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
4955     diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
4956     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
4957     diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
4958
4959     /* No 4 component entry points here */
4960     specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
4961     specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
4962     if (gl_info->supported[EXT_SECONDARY_COLOR])
4963     {
4964         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4965     }
4966     else
4967     {
4968         specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
4969     }
4970     specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
4971     if (gl_info->supported[EXT_SECONDARY_COLOR])
4972     {
4973         specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4974         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4975     }
4976     else
4977     {
4978         specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4979     }
4980     specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
4981     specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
4982     specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
4983     specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
4984     specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
4985     specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
4986     specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
4987     specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
4988     specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
4989     specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
4990     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
4991     specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
4992
4993     /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4994      * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4995      */
4996     normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
4997     normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
4998     normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)glNormal3fv;
4999     normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5000     normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
5001     normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
5002     normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
5003     normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
5004     normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
5005     normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
5006     normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
5007     normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
5008     normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
5009     normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
5010     normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
5011     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
5012     normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
5013
5014     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5015     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5016     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5017     multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5018     multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
5019     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
5020     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5021     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5022     multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
5023     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
5024     multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
5025     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
5026     multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
5027     multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
5028     multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
5029     if (gl_info->supported[NV_HALF_FLOAT])
5030     {
5031         /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5032         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5033         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5034     } else {
5035         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5036         multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5037     }
5038 }
5039
5040 static BOOL InitAdapters(IWineD3DImpl *This)
5041 {
5042     static HMODULE mod_gl;
5043     BOOL ret;
5044     int ps_selected_mode, vs_selected_mode;
5045
5046     /* No need to hold any lock. The calling library makes sure only one thread calls
5047      * wined3d simultaneously
5048      */
5049
5050     TRACE("Initializing adapters\n");
5051
5052     if(!mod_gl) {
5053 #ifdef USE_WIN32_OPENGL
5054 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5055         mod_gl = LoadLibraryA("opengl32.dll");
5056         if(!mod_gl) {
5057             ERR("Can't load opengl32.dll!\n");
5058             goto nogl_adapter;
5059         }
5060 #else
5061 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5062         /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5063         mod_gl = GetModuleHandleA("gdi32.dll");
5064 #endif
5065     }
5066
5067 /* Load WGL core functions from opengl32.dll */
5068 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5069     WGL_FUNCS_GEN;
5070 #undef USE_WGL_FUNC
5071
5072     if(!pwglGetProcAddress) {
5073         ERR("Unable to load wglGetProcAddress!\n");
5074         goto nogl_adapter;
5075     }
5076
5077 /* Dynamically load all GL core functions */
5078     GL_FUNCS_GEN;
5079 #undef USE_GL_FUNC
5080
5081     /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5082      * otherwise because we have to use winex11.drv's override
5083      */
5084 #ifdef USE_WIN32_OPENGL
5085     wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5086     wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5087 #else
5088     wglFinish = (void*)pwglGetProcAddress("wglFinish");
5089     wglFlush = (void*)pwglGetProcAddress("wglFlush");
5090 #endif
5091
5092     glEnableWINE = glEnable;
5093     glDisableWINE = glDisable;
5094
5095     /* For now only one default adapter */
5096     {
5097         struct wined3d_adapter *adapter = &This->adapters[0];
5098         const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5099         struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5100         int iPixelFormat;
5101         int res;
5102         int i;
5103         WineD3D_PixelFormat *cfgs;
5104         DISPLAY_DEVICEW DisplayDevice;
5105         HDC hdc;
5106
5107         TRACE("Initializing default adapter\n");
5108         adapter->ordinal = 0;
5109         adapter->monitorPoint.x = -1;
5110         adapter->monitorPoint.y = -1;
5111
5112         if (!AllocateLocallyUniqueId(&adapter->luid))
5113         {
5114             DWORD err = GetLastError();
5115             ERR("Failed to set adapter LUID (%#x).\n", err);
5116             goto nogl_adapter;
5117         }
5118         TRACE("Allocated LUID %08x:%08x for adapter.\n",
5119                 adapter->luid.HighPart, adapter->luid.LowPart);
5120
5121         if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5122         {
5123             ERR("Failed to get a gl context for default adapter\n");
5124             goto nogl_adapter;
5125         }
5126
5127         ret = IWineD3DImpl_FillGLCaps(adapter);
5128         if(!ret) {
5129             ERR("Failed to initialize gl caps for default adapter\n");
5130             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5131             goto nogl_adapter;
5132         }
5133         ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5134         if(!ret) {
5135             ERR("Failed to init gl formats\n");
5136             WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5137             goto nogl_adapter;
5138         }
5139
5140         hdc = fake_gl_ctx.dc;
5141
5142         /* Use the VideoRamSize registry setting when set */
5143         if(wined3d_settings.emulated_textureram)
5144             adapter->TextureRam = wined3d_settings.emulated_textureram;
5145         else
5146             adapter->TextureRam = adapter->gl_info.vidmem;
5147         adapter->UsedTextureRam = 0;
5148         TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5149
5150         /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5151         DisplayDevice.cb = sizeof(DisplayDevice);
5152         EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5153         TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5154         strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5155
5156         if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5157         {
5158             int attribute;
5159             int attribs[11];
5160             int values[11];
5161             int nAttribs = 0;
5162
5163             attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5164             GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5165
5166             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5167             cfgs = adapter->cfgs;
5168             attribs[nAttribs++] = WGL_RED_BITS_ARB;
5169             attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5170             attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5171             attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5172             attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5173             attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5174             attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5175             attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5176             attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5177             attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5178             attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5179
5180             for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5181             {
5182                 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5183
5184                 if(!res)
5185                     continue;
5186
5187                 /* Cache the pixel format */
5188                 cfgs->iPixelFormat = iPixelFormat;
5189                 cfgs->redSize = values[0];
5190                 cfgs->greenSize = values[1];
5191                 cfgs->blueSize = values[2];
5192                 cfgs->alphaSize = values[3];
5193                 cfgs->colorSize = values[4];
5194                 cfgs->depthSize = values[5];
5195                 cfgs->stencilSize = values[6];
5196                 cfgs->windowDrawable = values[7];
5197                 cfgs->iPixelType = values[8];
5198                 cfgs->doubleBuffer = values[9];
5199                 cfgs->auxBuffers = values[10];
5200
5201                 cfgs->numSamples = 0;
5202                 /* Check multisample support */
5203                 if (gl_info->supported[ARB_MULTISAMPLE])
5204                 {
5205                     int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5206                     int value[2];
5207                     if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5208                         /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5209                         * value[1] = number of multi sample buffers*/
5210                         if(value[0])
5211                             cfgs->numSamples = value[1];
5212                     }
5213                 }
5214
5215                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5216                         "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5217                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5218                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5219                         cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5220                 cfgs++;
5221             }
5222         }
5223         else
5224         {
5225             int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5226             adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5227             adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5228
5229             cfgs = adapter->cfgs;
5230             for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5231             {
5232                 PIXELFORMATDESCRIPTOR ppfd;
5233
5234                 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5235                 if(!res)
5236                     continue;
5237
5238                 /* We only want HW acceleration using an OpenGL ICD driver.
5239                  * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5240                  * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5241                  */
5242                 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5243                 {
5244                     TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5245                     continue;
5246                 }
5247
5248                 cfgs->iPixelFormat = iPixelFormat;
5249                 cfgs->redSize = ppfd.cRedBits;
5250                 cfgs->greenSize = ppfd.cGreenBits;
5251                 cfgs->blueSize = ppfd.cBlueBits;
5252                 cfgs->alphaSize = ppfd.cAlphaBits;
5253                 cfgs->colorSize = ppfd.cColorBits;
5254                 cfgs->depthSize = ppfd.cDepthBits;
5255                 cfgs->stencilSize = ppfd.cStencilBits;
5256                 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5257                 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5258                 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5259                 cfgs->auxBuffers = ppfd.cAuxBuffers;
5260                 cfgs->numSamples = 0;
5261
5262                 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5263                         "depth=%d, stencil=%d, windowDrawable=%d\n",
5264                         cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5265                         cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5266                         cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5267                 cfgs++;
5268                 adapter->nCfgs++;
5269             }
5270
5271             /* 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 */
5272             if(!adapter->nCfgs)
5273             {
5274                 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5275
5276                 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5277                 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5278                 goto nogl_adapter;
5279             }
5280         }
5281
5282         /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5283          * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5284          * but just fake it using D24(X8?) which is fine. D3D also allows that.
5285          * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5286          * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5287          * driver is allowed to consume more bits EXCEPT for stencil bits.
5288          *
5289          * Mark an adapter with this broken stencil behavior.
5290          */
5291         adapter->brokenStencil = TRUE;
5292         for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5293         {
5294             /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5295             if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5296                 adapter->brokenStencil = FALSE;
5297                 break;
5298             }
5299         }
5300
5301         WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5302
5303         select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5304         fillGLAttribFuncs(&adapter->gl_info);
5305         adapter->opengl = TRUE;
5306     }
5307     This->adapter_count = 1;
5308     TRACE("%u adapters successfully initialized\n", This->adapter_count);
5309
5310     return TRUE;
5311
5312 nogl_adapter:
5313     /* Initialize an adapter for ddraw-only memory counting */
5314     memset(This->adapters, 0, sizeof(This->adapters));
5315     This->adapters[0].ordinal = 0;
5316     This->adapters[0].opengl = FALSE;
5317     This->adapters[0].monitorPoint.x = -1;
5318     This->adapters[0].monitorPoint.y = -1;
5319
5320     This->adapters[0].driver_info.name = "Display";
5321     This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5322     if(wined3d_settings.emulated_textureram) {
5323         This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5324     } else {
5325         This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5326     }
5327
5328     initPixelFormatsNoGL(&This->adapters[0].gl_info);
5329
5330     This->adapter_count = 1;
5331     return FALSE;
5332 }
5333
5334 /**********************************************************
5335  * IWineD3D VTbl follows
5336  **********************************************************/
5337
5338 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5339 {
5340     /* IUnknown */
5341     IWineD3DImpl_QueryInterface,
5342     IWineD3DImpl_AddRef,
5343     IWineD3DImpl_Release,
5344     /* IWineD3D */
5345     IWineD3DImpl_GetParent,
5346     IWineD3DImpl_GetAdapterCount,
5347     IWineD3DImpl_RegisterSoftwareDevice,
5348     IWineD3DImpl_GetAdapterMonitor,
5349     IWineD3DImpl_GetAdapterModeCount,
5350     IWineD3DImpl_EnumAdapterModes,
5351     IWineD3DImpl_GetAdapterDisplayMode,
5352     IWineD3DImpl_GetAdapterIdentifier,
5353     IWineD3DImpl_CheckDeviceMultiSampleType,
5354     IWineD3DImpl_CheckDepthStencilMatch,
5355     IWineD3DImpl_CheckDeviceType,
5356     IWineD3DImpl_CheckDeviceFormat,
5357     IWineD3DImpl_CheckDeviceFormatConversion,
5358     IWineD3DImpl_GetDeviceCaps,
5359     IWineD3DImpl_CreateDevice
5360 };
5361
5362 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5363
5364 const struct wined3d_parent_ops wined3d_null_parent_ops =
5365 {
5366     wined3d_null_wined3d_object_destroyed,
5367 };
5368
5369 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5370 {
5371     wined3d->lpVtbl = &IWineD3D_Vtbl;
5372     wined3d->dxVersion = version;
5373     wined3d->ref = 1;
5374     wined3d->parent = parent;
5375
5376     if (!InitAdapters(wined3d))
5377     {
5378         WARN("Failed to initialize adapters.\n");
5379         if (version > 7)
5380         {
5381             MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5382             return E_FAIL;
5383         }
5384     }
5385
5386     return WINED3D_OK;
5387 }